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Chapter 2

This chapter lists, in alphabetical order, all the active immortals on Mystara in the year 1003 AC. Each one is presented according to the same outline. In order to understand it, refer to the Legend shown below.

Immortals of Mystara
Legend

True Name of the Immortal

Level, Alignment, Sphere: the Immortals level is shown first, and between parenthesis the Immortals rank, followed by its abbreviated Alignment (L = Lawful, N = Neutral, C = Chaotic, G = Good, and E = Evil, these last two descriptors only serve for the conversion to Third Edition), and finally the Sphere the Immortal belongs to. Symbol: the description of the Immortals Symbol; normally it is shown on the garments or on the Holy Symbol of its priests, and some holy symbols are the same shape as the Immortals symbol. Portfolio: the aims, ideals, races and the cultures that the Immortal and its cults think important. Worshipped in: The nations, regions and continents of Mystara in which there at least a hundred followers of the Immortal are present, and, normally, at least a priest and temple or a dedicated sacred place. Firstly the continent is shown the geographic area or, then between parentheses the nations in which the cult is present, all in alphabetical order. It should be noted that in the regions (Sind and Shahjapur) where the samdu religion is popular all the current Immortals have at least one manifestation form, which similarly happens in the Azcans and the Neathar religions. So for those civilizations only the Immortals that are considered most important or for which a specific regional name is known are shown. Appearance: a physical description of the Immortal's manifestation form, or the physical form in which he lives and with which he appears to his faithful. When more than one form exists they are described after the first, which is the Immortal's preferred form. In the cases in which there are no descriptions given in the canonical material, the description is based on conjecture and hypothesis and is shown in italics. History: this begins with the Immortals mortal history until the moment of his rise to Immortality, complete with temporal, cultural and geographic references. When the History of the Immortal is unknown, a probable History is shown in italics, preceded by the heading LIKELY THEORY. Personality: the Immortal's character, his current plans and objectives, as well as his relationships with the other Immortals are explained in this paragraph.

(OTHER NAMES AND NICKNAMES WITH WHICH IT IS IDENTIFIED IN SOME OFFICIAL SUPPLEMENTS, LISTED IN ALPHABETICAL ORDER; THE NAMES IN ITALICS HAVE BEEN ADDED IN THIS MANUAL IN ORDER TO IMPLEMENT SOME PANTHEON) Epithets of the Immortal

Patron: the Immortal that sponsored the rise of the Immortal. If one isnt mentioned in the official sources, then the most likely one is shown within square brackets. Allies: stable Immortal friends and allies of the immortal. Enemies: Immortals that are strongly opposed to or are currently fighting with the Immortal for various reasons. Alignment of followers: first of all is shown the Alignment of the Immortals generic followers, then the compulsory Alignment of its clergymen. In absence of any distinction, the stated alignment is for both the common faithful as well as the clergy of the Immortal. Favourite weapon: The weapon referred to outside of the parenthesis is the preferred weapon of the Immortal, which all his specialist clerics must know how to use. If more than one weapon is listed with the conjunction "and", then the cleric is obligated to know how to use all the weapons referred to. If instead the weapons listed are joined by the conjunction "or", it is enough that the cleric just selects one as the primary weapon. The weapons described between parentheses are those permitted for all the clergy of the Immortal and always include the weapons referred to outside of the parentheses. Clerics abilities and powers: The list of powers, spells, general skills and abilities that the Immortal grants to his specialist clerics. The abilities mentioned are listed in the Manual of General Skills available online. As a rule, the Immortal is able to grant a maximum number of skills and powers based on his rank in the hierarchal scale of the Sphere: Initiate: 1, Temporal: 2, Celestial: 3, Empyreal: 4, Eternal: 5, Hierarch: 6. Ability and powers of the defenders of the faith: The list of powers, spells, general skills and abilities that the Immortal grants to his defenders of the faith (paladins, avengers or druid defenders see the Chapter 3). When this entry isn't present, it means that the Immortal doesn't anticipate having any defenders devoted to his cause. The total number of skills and powers that the Immortal can grant to his defenders are half of those granted to his clerics. Domains: the list of the Domains available for the clergymen according to the D&D Third Edition (3E and 3.5E) rules. Domains automatically included in the list of Domains are those that refer to the Immortals Alignment (Good or Evil, Chaos or Law) and the Domain relating to the Sphere it belongs to (Energy, Entropy, Matter, Thought or Time). They are followed by a list of 1 to 4 additional Domains characteristic of the Immortals interests. The rule applied in this manual sees a minimum of 3 Domains associated to each Immortal, with a maximum limit imposed by the Immortals rank as follows: Initiate and Temporal max. 4, Celestial, Empyreal and Eternal max. 5, Hierarch max. 6. Furthermore, the elemental Domains can be associated to an Immortal only if it respects the agreement with the Immortal's Sphere: Water with Time, Air with Thought, Fire with Energy and Earth with Matter (Entropy can be associated with any element). The Domains listed are from the Third Edition Players Handbook, except those shown in italics, these are new Domains and they are described in Appendix 11 of this manual.

Preferred weapon: the Immortals Preferred weapon that the cleric must know how to use according to the D&D 3E rules. Source: A list of the official supplements in which the Immortal is mentioned, listed in order of importance and pertinence; Acronyms used in this D&D supplement: AC10 Bestiary of Dragons and Giants B1-9 In Search of Adventure B3 Palace of the Silver Princess B4 The Lost City CM7 The Tree of Life CM8 The Endless Stair CoM Champions of Mystara boxed set DA1-4 Adventure modules of Blackmoor DDA2 Arena of Thyatis DotE Dawn of the Emperors boxed set DrMa # Dragon Magazine Number * DuMa # Dungeon Magazine Number * GAZ1 The Grand Duchy of Karameikos GAZ2 The Emirates of Ylaruam GAZ3 The Principalities of Glantri GAZ4 The Kingdom of Ierendi GAZ5 The Elves of Alfheim GAZ6 The Dwarves of Rockhome GAZ7 The Northern Reaches GAZ8 The Five Shires GAZ9 The Minrothad Guilds GAZ10 The Orcs of Thar GAZ11 The Republic of Darokin GAZ12 The Golden Khan of Ethengar GAZ13 The Shadowelves GAZ14 The Atruaghin Clans HW Hollow World boxed set HWA1 Nightwail HWA3 Nightstorm

the supplements referred to by acronyms (the complete list is shown below for the readers benefit).

HWR1 HWR2 HWR3 ImmSet IM1 IM2 IM3 MS-1 MS-2 MstSet M1 M2 M4 M5 OHP PC1 PC2 PC3 PC4 PWA 1-3 RC SCS TTS WotI X3 X5 X11 X13

Sons of Azca The Kingdom of Nithia The Milenian Empire Immortal set of rules The Immortal Storm The Wrath of Olympus The Best of Intentions The Blizzard Pass Maze of the Riddling Minotaur Master set of rules Into the Maelstrom Vengeance of Alphaks Five Coins for a Kingdom Talons of Night Orc's Head Peninsula (e-book) Tall Tales of the Wee Folk Top Ballista The Sea Kingdoms Night Howlers Poor Wizard's Almanac 1-3 Rules Cyclopedia Savage Coast Sourcebook The Tainted Sword (novel) Wrath of the Immortals Curse of Xanathon Temple of Death Saga of the Shadowlord Crown of Ancient Glory

The list comprises all the Immortals active in the Mystaran Multiverse that appear in TSR/WotC products for this setting. The statistics relating to their level of power and to the popularity of their cults are updated to 1003 AC, and would have had to remain almost unchanged until 1009, the dates of the end of the campaign described in the Wrath of the Immortals manual and that begin the era of the Poor Wizards Almanacs (10101013 AC). Although all the Immortals, that have made an appearance in the various sets of rules and in the adventures published by TSR, are present, when it has been possible some of the lesser known Immortals have been incorporated into some of the more well known, assuming that the differences between them are simply in the name with which the Immortal is known by the different races (a technique that has already been used in the official supplements of TSR). As always good sense has prevailed, and when the unification was possible, it has been made; vice versa we had to resort to the creation of new patron immortals for the world of Mystara. We advise the reader to carefully examine the knowledge of the accessories mentioned above, for developing their own final judgement on the nature of the various Immortals presented there.

Note 1. List of the Immortals

Note 2. The Dragon Rulers


According to the old Immortal set, the Dragon Rulers do not belong to the normal hierarchy of the immortals, and have an

important place in the structure of the universe. The articles of Bruce Heard in Dragon Magazine (no. 158 and 170) on purpose of the draconic race and their evolution suggests that the dragons don't achieve Immortality following the canonical way of the Spheres, but through a ceremony known as sublimation, which exploits the accumulated treasures and experience in the course of their life for transcending their mortal form and become higher beings. Unfortunately in Wrath of the Immortals this important aspect of the draconic race has been omitted and I have chose to adhere to the more canonical form inserting the four Dragon Rulers in the hierarchal structure of the Sphere of Matter, adopting for each of them a sufficiently banal history for explaining their ascension. The option that we suggest in this small appendix takes into account the old, more mysterious conception of draconic existence. There only exists one Immortal for the dragons, a unique being that fully enters in the Immortal ranks, and it is the Great Dragon (whose background remains unchanged). The three Dragon Rulers (the Dragons of the Sun, Moon and Stars) are instead Exalted Beings which achieved this level thanks to the Ceremony of Sublimation. Indeed, when a dragon becomes sufficiently powerful by exceeding the final level of his species, then he can complete the ceremony of transcendence and become a superior being. In this state he is able to make a choice: challenge the actual Dragon Rulers, or to approach the Four, the outer planes where the Dragon

Rulers and the draconic souls dwell, to enjoy the communion with the First, the Great Dragon. If the dragon chooses to challenge the draconic Ruler linked to his race and wins the challenge, he becomes the new Dragon Ruler relative to his Alignment, otherwise he is forced to immediately reincarnate and recommence his mortal life from the beginning. If instead he chooses to enter paradise, he will remain in the Four for as much time as had elapsed in his life, and then be reincarnated in the draconic race chosen by the Great Dragon. This is the only path for becoming Immortal that the draconic races should follow. Those that instead chose the secret road of the other races (the Paths of Immortality described above), are considered renegades and subverters of the universal order. In these cases, the Dragon Rulers always send some emissaries to eliminate the dissidents once discovered, if in time. Up to now, no dragon has ever gained Immortality through one of the Celestial Spheres, and the only one who may claim his divine status is the First. It can also happen that sometimes, a Dragon Ruler feels the impulse of going further and challenges the Great Dragon. If he wins, he absorbs the Great Dragon and replaces him; if instead he loses he is absorbed by him, so that the essence of the First is never lost. Note: the dragons attempt to sleep as much as possible in order to dream, seeing that during his dreams his spirit is projected into the Four, where they find total satisfaction in the setting most adapted to their spirit.

enemies the first time they met, and spent the rest of their existence trying to discover what tied them together. Odin discovered it when he hanged from Yggdrasil and dreamt of Ragnarok, as much as he had done in his previous life. So he started rebuilding his old world, rallying Aesirs, Asinyie and Vanirs to help him, and shaping the myths of his followers to mirror the ancient legends of his past. Hel slowly remembered what had happened too, and she did the same, preparing for the final battle and bringing even more chaos to the world. Now they stand, waiting for Ragnarok. Each one tries to further the goals of their sphere, but they know that eventually they will come face to face again, and the wheel will turn once again. Odin is determined to meet his doom this time, and has instructed his allies well, while Hel wants to take another turn and eliminate Odin before Ragnarok even begins. In the meantime, the Norns still wait and look from afar... The adventure IM2, Wrath of Olympus presents several problematical aspects for the Mystara setting. The adventure in itself isn't entirely absurd, but it has been placed on Mystara, and specifically in the Republic of Darokin, that is has always seemed of all unsuitable for this setting, in how on the basis that seven good Immortals of high level (Empyreals, Celestials and Temporals) are thus crazy by openly defying the first law of the Five Spheres (Avoid direct intervention on the part of an Immortal on the Prime Plane) with a to say a little infantile behaviour, without a effective aim other than that of scaring the mortals. The Immortals involved in this adventure are marked with the designation of Olympian (relating to the Mount Olympus on which they dwell) and are the following, each one is listed with the level with which it was presented in IM2: Member Zeus (Taroyas) Hera (Patura) Apollo (Palson) Athena (Lokena) Ares (Bemarris) Aphrodite (Kythria) Hermes (Turmis) Sphere Time Energy Thought Matter Energy Energy Thought Level 12th 10th 10th 8th 8th 7th 5th Rank Temporal Temporal Temporal Temporal Temporal Temporal Initiate

Note 4. IM2: Wrath of Olympus

Note 3. Odin, Hel and the Northern pantheon

Odin's past is a mystery as much as Hel's, but there is strange coincidence in the fact that these two immortals closely resemble the Real World mythical deities, and also bear the same names. In addition, they surround themselves with immortals that bear the same names of the RW Norse deities, and this is really weird. Sure, there are others who may have similar names (Thanatos, Nyx, Wayland, Tyche, even Ixion himself), but the fact that this group of immortals actively creates a pantheon which is the exact replica of the RW one (names included) is odd. Moreover, it is the only example in Mystara. To explain this, I have come up with this idea. Odin and Hel came to the Multiverse many aeons ago, when the mortals were still nothing but animals and the Immortals waged their wars in the outer planes. They came to this multiverse after fighting their own Ragnarok in their universe of origin, the Dimension of Myth. Odin had prepared for centuries for Ragnarok, amassing thousands of brave souls in Valhalla for the final battle. Everything was already established by fate: he would have been slain, but his sons would have survived him to rebuild the earth in Giml. Unfortunately, things did not go as planned, and it was only his fault. He was lured by Hel's tricks to actually think he could have won the war without dying, escaping the Norns' prediction. His actions however, caused the death of those who were destined to survive him, and chaos had its sway over Midgard. When the last of his warriors was dead, the war had ended, but the gods were no more. Only Odin and Hel were left, Hel laughing and Odin grieving for his sin against Fate. The Norns saw and judged the two gods, and they cursed them to begin their war again in another universe. Thus, they were cast in the Multiverse, with only vague memories of their previous existence, but still deities. They knew they were

The Olympians are known in various regions of Mystara by their real name (the one shown between parenthesis), as specified in Wrath of the Immortals. They would have been the better choice for the Milenian (Greek-like) pantheon, but unfortunately the TSR writers didn't realise the great opportunity at their disposal and have preferred to ignore them, but then brought them back in the Wrath of the Immortals manual, lowering all their levels of power and giving each one of them a somewhat questionable background, which have been partially reviewed here in order to justify the presence of their cults on Mystara. In order to better insert the adventure IM2 into the chronology and logic of the Mystaran Multiverse, we suggest that the DM takes into consideration this possible antecedent, which would serve to explain why the Olympians chose such a drastic method of action (like appearing in northern Darokin and starting to terrorise the people in order to gain their worship) and so out of place with the logic of the Immortals, and as ever the Entropics immediately intervened spurred on by Nyx and eliminate the rebel Immortals.

The Mandala of Myth

incapacitated. In the confusion that ensued, the essences of the divinities held in the Mandala managed to escape and took The Immortals have always known of the existence of other possession of the bodies of the Immortals present: Bemarris dimensions and parallel worlds, and have carefully studied became Ares, Kythria was Aphrodite, Lokena houses Athena, these realities for avoiding pitch invasions and for trying to Palson was Apollo, Patura became Hera, Turmis was Hermes extend their own powers. The dimension surely most and Taroyas was Zeus. As an effect of the fusion with the frequented and observed is the so-called Dimension of Myth, divinities of the Dimension of Myth, the power of these which houses the planet Laterre, an epic version of Earth, from Immortals rose to the levels shown in the adventure, and the which some of the more famous characters of the Known Olympians reunited down on Mystara in order to re-found World (like the Ambrevilles and the McGregors of Glantri) and their ancient kingdom and challenge the Immortals. some Immortals (Idraote, and perhaps also Nyx, Odin and Naturally Talitha was quick to warn Nyx of the event, who Hel). didn't hesitate to lose an excellent chance for chastening the The most ancient Immortals have an extremely long time ago thoughtless Immortals and to unnerve the ranks of the rival resisted an invasion of the Mystaran Multiverse on the part of a Spheres. Thus, convinced that the rebel divinities were still group of divinities of the dimension of Laterre, the Olympians sufficiently weakened that they could easily be subdued, Nyx in the Greek pantheon headed by Zeus. Not wishing however sent Talitha and Brissard to apprehend the fugitives and give to simply force them back to their own world per fear that in them their just punishment, in order to also insure they erased future they could become a threat, Odin proposed that these any possible trace of their involvement and use the incident divinities should be locked up in a prison dimension and against the other Spheres. watched in the centuries ahead, so that they wouldnt be During the fight between gods and demons, obviously the harmed and without wasting too much energy in trying to Olympians had the worst of it and only Athena/Lokena was eliminate them. He thus created the Mandala of Myth, an saved, probably because the goddess Athena entered a pact Immortal artefact that contains a minidimension deprived of with the spirit of Lokena and collaborated with her conscience magic in which they could imprison the Olympians Afterwards (who better understood the Multiverse) in order to find a way the Mandala was hidden in Pandius and placed under the out, or because the conscience of Athena was cancelled surveillance of a group of Temporals who have been regularly because of the magic and Lokena resumed control in time in alternated in the course of time, in order to avoid them falling order to save herself from the punishment of the Entropics. victim to the strange energies emanating from the Mandala. From this point began the adventure described in IM2. During her apprenticeship as a Temporal, the Immortal Talitha Based on this view of the events, the DM has therefore two became aware of the existence of the Mandala, and many possibilities to choose from centuries later the occasion was presented to take advantage 1. The events of the IM2 have already happened between of this experience when her pupil Brissard was set to guard 970 and 1003 AC (as the effects seem to prove all the the artefact, together with Taroyas (Time), Patura (Energy), facts described in the adventure, especially the Palson (Thought) and Lokena (Matter). composition of the Council of the Hierarchs), and as a With the support of the Hierarch Nyx, Talitha devised a plan consequence of their serious deficiency the Immortals for eliminating several Immortal rivals and to increase the possessed by the Olympians have all been freed from the Chaos in the universe thanks to the Mandala and to the influence of the rebel divinities (who probably have been stormy, sentimental relationships among some of the novice destroyed or confined in some other place), and then Immortals. reduced in rank by the Council of Mystara; The facts are therefore carried out in the following way: 2. The facts of the IM2 have still not happened in the Brissard pretends to be Palson and uses his charisma on the Known World and the adventure will occur in Darokins young Kythria in order to attract her into a secret room of the future. Mandala and immobilises her there. In the meantime Talitha has replaced Kythria and enticed the vigorous Palson, Note 5. Statistics after the Fury of Immortals attracting him into a trap and locking him in a stasis field. As a result of the events of the Immortals Fury campaign, Then, always in the form of Kythria, presented herself to two described in the Wrath of the Immortals set of rules, it is of her suitors, the daring Turmis and the ardent Bemarris, necessary to note that there will be a change within the both young Immortals, and gave them a rendezvous in the hierarchies of power of the Immortals, and some Immortals room of the Mandala in order to decide which of the two she have shown themselves strongly on the scene would select for her mate. When the suitors met, Talitha (Benekander/Gareth above all). These are the modifications appears in the form of Kythria and Bemarris as Palson, and in that we suggest for all those Immortals that were involved in the most classic of traditions Talitha orders them to fight in the war and in general in the events that followed from 1003 order to win her heart. She derived a fight that changed the to 1009 AC (between which also the M5 adventure, Talons of protections positioned to guard the Mandala, and when the Night set in Thothia), valid from 1010 AC onwards (such other guardians intervened, Brissard and Talitha vanished changes are purely optional). leaving the real Palson and Kythria at their post still Energy Entropy Matter Thought Time Alphatia Alphaks Djaea Asterius AlKalim 15th, Celestial 19th, Empyreal 35th, Hierarch 28th, Eternal 4th, Initiate Benekander Aracne Prima Ka Koryis Vanya Initiate, 3rd 5th, Initiate 36th, Hierarch 19th, Empyreal 24th, Empyreal Eiryndul Atzanteotl Valerias Korotiku 21st, Empyreal 32nd, Hierarch 30th, Eternal 33rd, Hierarch

Ilsundal 32nd, Hierarch Ixion 35th, Hierarch Kurtulmak 13th, Celestial Mealiden 22nd, Empyreal Rad unknown Rafiel 22nd, Empyreal Rathanos 29th, Eternal Razud 30th, Eternal

Hel 35th, Hierarch Loki 31st, Hierarch Thanatos 36th, Hierarch

AHAMANNI TURTLERIDER
Level, Alignment, Sphere: 13th (Celestial), LG, Thought Symbol: a necklace of whalebone Portfolio: clan of the turtle, sea, family, sacrifice, beauty Worshipped in: Known World (Atruaghin clans) Appearance: a beautiful, tall and slim copper-skinned woman, with long black hair gathered in a plait and colourful paints on her face. Carrying with her a harpoon and dressed in simple clothes of doeskin. Usually appearing near the sea, always preceded by a bank of fog from which she emerges standing on her feet in a canoe that moves at her command. History: Ahmanni knew Atruaghin in about 1262 BC, from when he was still a mortal (although ageless) to the day he finished unifying the tribes. She remained close to him sharing his dreams as devoted companions, until her apparent eternal youth wasnt evident, and his choice to leave. She then became the tribal head, her clan adopting the totem of Ahmanni (the turtle) as its own. Ahmanni was killed in the fights against the Red Orcs when they last invaded the lands of Atruaghin, enslaving his children (1257 BC). However following the return of Atruaghin, who freed his children from the humanoid yoke in 800 BC, she was brought back to life by the intercession of Atruaghin, and after having completed amazing deeds both in the Atruaghin lands and in the Hollow World with the assistance of her ancient lover and under the guide of her patron Korotiku, in the VII century BC also her achieving Immortality in the Sphere of Thought. Personality: Ahmanni is as unpredictable as the sea, gentle and impetuous changing by the moment. She is extremely faithful to Atruaghin and is also a reliable ally of Hattani and Mahmatti, while profoundly hating Danel and Atzanteotl, who throw constant attacks against her people (the only tribe to not live on the plateau of Atruaghin), and any other Immortal patrons of the humanoids. Patron: unknown [presumed: Korotiku] Allies: Atruaghin, Mahmatti, Hattani Enemies: Danel, Atzanteotl Classic D&D Stats: Alignment of followers: Neutral or Lawful Favoured weapon: harpoon (allowed all bludgeoning weapons) Clerics skills and powers: swim and survival (sea) skills free, +2 bonus to animal empathy and boat building skills (not free)

Patroness of the Clan of the Turtle

D&D 3E stats: Domains: Thought, Law, Good, Sea, Family Preferred weapon: half spear Source: GAZ14, WotI

AL-KALIM
(The Peacemaker) Patron of Ylaruam, Holy Prophet of the Eternal Truth, Patron of Tactics and Warfare
Level, Alignment and Sphere: 3rd (Initiate, LN), Time Symbol: Silhouette of a palm tree that grows in the desert with a rising moon on the background Portfolio: The Eternal Truth (obedience and respect for laws, honesty, justice, honour, goodwill, wisdom, prosperity), tactics and warfare Worshipped in: Savage Coast (Gargoa and Saragn), Known World (Darokin, Ierendi, Ylaruam) Appearance: An elderly human patriarch wearing poor clerical robes, with a firm outlook, wise and intelligent eyes and a long white beard. His second manifestation form is that of a youthful dashing desert warrior with a hawks nose and a well trimmed black beard, riding on a perfect Alasiyan stallion wielding his scimitar. History: Born in AC800 in one of the Alasiyan tribes of the desert, during the Thyatian and Alphatian occupation of IX century Suleiman Al-Kalim spent his youth trying to reconcile the way of the desert warrior with the old teachings of the dervishes who brought him up. In his adulthood he became a wise warrior-priest, and later was hailed as the leader of Alasiyan insurrection against the foreign conquerors. Using bright guerrilla tactics and his innate leadership skills, Al-Kalim was able to unite the tribes one after the other, and with their help, he started a liberation war against the Alphatians and the Thyatians that lasted for more than a decade. In the end, the Alasiyans were able to throw the invaders out of their borders and established the United Emirates of Ylaruam in 831 AC, a confederate nation where all the tribal chiefs are led by a Sultan, a position held by Al-Kalim. In 835 AC Al-Kalim began a religious pilgrimage with his faithful companion Farid that took him outside Ylaruam and up to the underwater mountain where he met the Old Man of the Sea, who became his patron and sponsor on the path of the Dynast. When he came back to Ylaruam, Al-Kalim started preaching to his followers the teachings of a new faith, the Eternal Truth, which Farid collected in the holy book named Nahmeh, a collection of wise parables and just laws. The Eternal Truth was based on

two main pillars: the Dream of Justice and Honour to unify the tribes and make them stronger in order to withstand the eventual disappearance of Al-Kalim, and the Dream of the Desert Garden, the project to make the desert a more fertile land that could rely upon itself and diminish the foreigners influence in Ylaruam. Al-Kalim retired from public life in AC 860, and later made up false news about his death to proceed on the path of the Dynast. He finally reached immortality in AC 1001, after securing his dynasty on the throne of Ylaruam. Personality: Al-Kalim is at the same time a merciless warrior and a merciful sage, a possessed dreamer and a realistic scholar. He is tolerant towards diversity and foreign customs, but he can prove stiff and unforgiving when it comes to the safety of his protgs and followers and when his teachings are scorned. His followers act much the same, with the zealots reaching peaks of blind intolerance. He preaches unity among his faithful, the sanctity of life and the protection of nature (in particular of water as source of life), all teachings that come from an existence led in places where death and drought are hated life companions. For this reason all Alasiyans follow the Eternal Truth. Al-Kalim is a loyal ally of Protius who sponsored his ascension, and he feels in debt towards the Old Man of the Sea, since he has not yet kept his promise to make the Alasiyan Desert a lush garden in his honour. He is in perpetual conflict with Zugzul and Ranivorus, which brought and still bring chaos and destruction among the Ylari with their machinations and the use of their followers (Magians and Gnolls). Patron: Old Man of the Sea (Protius) Allies: Protius Enemies: Ranivorus, Zugzul Classic D&D Stats: Followers' Alignment: Lawful or Neutral; Clerics must be Lawful. Favored Weapon: Scimitar (allowed all bludgeoning weapons) Clerics skills and powers: Clerics of Al-Kalim have a wider list of spells since they also get access to 1st and 2nd level druidic spells. Paladins skills and powers: Lay on hands. D&D 3E stats: Domains: Time, Law, Water, War Preferred Weapon: Scimitar Source: GAZ2, GAZ4, WotI, SCS

ALPHAKS

(Hui Da-Zhi, The Roaring Demon) Patron of Hatred, Lord of Oppression, Bane of Alphatia

people, decreeing the superiority of the Followers of Fire over those of Air. From ensuing civil war the world of the Alphatians was completely destroyed, forcing them to the exodus. Alphas IV was cursed and banned by his subjects, and he was presumed dead in the destruction of Old Alphatia around 1000 BC. However, he managed to flee before it was too late and wandered for decades through the outer planes, until he fell into Thanatos's clutches and began to undertake the path towards immortality. After centuries passed under the cruel fist of Thanatos (who had turned him into a roaring demon to serve him best), during which his resentment and power-hungry ego grew immensely, he was finally able to become a true immortal when he created the Mist Censer, a deadly artefact he used to kill all the inhabitants of a small outer plane and to collect all the souls he needed for his final upgrade. Two centuries after in BC 800, he discovered that descendants of the survivors escaped from Old Alphatia were living on a small planet of the Prime and from that moment his primary goal has become the annihilation of all the Alphatians, soaking the world in a bloodbath of terror and brutality. Personality: Alphaks is an intelligent and cultured creature but he is extremely egocentric and prone to maniacal fits of rage. He considers himself a disciple of Thanatos, but he lacks his patron's patience and corruptive charisma, so he often tries to corrupt mortals using brute force, violence and threat. When he becomes extremely furious, he expresses his frustration with open acts of mass destruction and massacres. He is a merciless enemy of all Alphatian Immortals (Alphatia, Razud, Koryis and Palartarkan) and a bitter rival of Orcus, with whom he competes for the crown of Prince of Destruction. He has no stable alliances (even Thanatos alienated him), even if he sometimes likes to cooperate with Talitha to torment and destroy the Alphatians. Patron: Thanatos (who later abandoned him) Allies: None stable, occasional alliances with Talitha Enemies: Alphatia, Razud, Koryis, Palartarkan, Orcus Classic D&D Stats: Followers Alignment: Chaotic Favoured Weapon: Broadsword or whip (also allowed all bludgeoning weapons and daggers) Clerics skills and powers: They can backstab like a thief of equal level, bonus Terrorize general skill Avengers' skills and powers: They can backstab like a thief of equal level D&D 3E Stats: Domains: Entropy, Chaos, Evil, Destruction, Vengeance Preferred weapon: Greatsword Source: M1, M2, DotE, WotI, HW

Level, Alignment, Sphere: 20th (Empyreal), CE, Entropy Symbol: A white horned skull on a fire background shaped like a phoenix Portfolio: Destroy Alphatia and all Alphatians, hatred, vendetta, massacre Worshipped in: Alphatia, Bellissaria, Esterhold, Isle of Dawn (Dunadale, East Portage), Alatian Isles, Known World (Thyatis), Norwold, Ochalea Appearance: A 10' tall horned roaring demon with huge black bat wings, holding a greatsword in his right hand and a barbed whip in his left one. History: Last emperor of Old Alphatia under the name of Alphas IV, his senseless thirst for power and over inflated ego led him to create a schism in the philosophical debates of his

ALPHATIA

Level, Alignment and Sphere: 16th (Celestial), LG, Energy Symbol: A bright shield with spots of colour like the palette of a painter Portfolio: Arts, beauty, peace, order and harmony, protect Alphatia and to oppose Alphaks Worshipped in: Alphatia, Bellissaria, Alatian Islands, Ochalea, Hollow World (Gentle Folk elves)

(Yao-Lan Zi) Patroness of Alphatia, Patroness of Arts, Lady of Harmony

Appearance: A beautiful copper-skinned Alphatian woman clad in a simple white tunic, without jewellery and shoes (she embodies Beauty in her simplicity) History: Born from the Alphatian common stock on Old Alphatia with the name of Aasla, she followed his people in the migration that led the Alphatians on Mystara. Opposing the racist politics of the first Emperor (a pure Alphatian), she decided to create a new kingdom where Alphatians of pure and common stocks (Cypri-Alphatian mixed bloods) could live side by side in peace. She settled a peninsula faraway from the capital of the empire near the south-western border of the continent, and in 200 years she transformed that land in a model of beauty and peace, founding the Kingdom of Aasla. She then discovered the path of the Paragon and later managed to become immortal around BC 800, after creating the Shield of Alphatia (an artefact that prevents anything and anybody to damage its wielder, but likewise prevents him to harm anything). She later became known among the Alphatians under the name of Alphatia, Patroness of Harmony and of all the Alphatians of Mystara. Due to her pacifist and lawful philosophy, she is particularly popular among the Ochaleans under the name of Yao-Lan Zi, and she's also interested in the Gentle Folk elves' lifestyle and philosophy. Personality: Alphatia is not interested in conquest or power (unlike the majority of the Alphatian nobles), but she is fascinated by beauty and arts, something she tries to preserve with all her efforts. She's a convinced pacifist, but she does not hesitate to use strength to defend her followers and the Alphatian Empire. She is in favour of a defensive war but counters any kind of imperialism or war for conquest, since she is convinced that an expansionistic foreign policy distracts the Alphatians from their true goal: the study of magic and art in all their forms. She's a staunch ally of Razud, Koryis and Palartarkan (the other good-aligned Alphatian immortals) and has befriended both Guidarezzo and Lornasen (who share her love for harmony, arts and beauty) and the Shaper's pacifism. Her only enemies are Alphaks and Talitha, the banes of the Alphatians. Patron: Razud Allies: Razud, Koryis, Palartarkan, Guidarezzo, Lornasen, Shaper Enemies: Alphaks, Talitha Classic D&D Stats: Followers' Alignment: Any; clerics must be Lawful or Neutral Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills and powers: +1 bonus to Charisma, bonus general skill Artistic Ability, +2 bonus to any one skill related to Arts. Paladins' skills and powers: Lay on Hands, +1 bonus to Charisma D&D 3E Stats: Domains: Energy, Law, Good, Protection, Arts Preferred weapon: Quarterstaff Source: DotE, WotI, HW

ARACNE PRIME

(AnYing Zhu Hou, Asharya, Night Spider, Rakhnee, Spider Queen) Patroness of the Planar Spiders and the Aranea, Patroness of Oppression
Level, Alignment, Sphere: 6th (Initiate), LE, Entropy Symbol: a square spiders web

Portfolio: planar spiders and evil aranea, oppression, deceit, darkness Worshipped in: Alphatia, Cestia, Savage Coast (Herath), Isle of Dawn (Lost Plateau, Thothia), Ochalea, Thanegioth Appearance: an enormous blacker than night of about three metres of length, with four pairs of legs (the forward pair end with three prehensile digits) and six scarlet eyes that shine like heated coal. History: PROBABLE THEORY: during her mortal life many millennia ago, Aracne Prime was a planar spider of an evil nature that lived in an outer plane. After having corrupted her followers carrying them towards the way of Entropy, succeeded in becoming Immortal around 5000 BC, and began to spread the seeds of the evil among the planar spiders, sending her horde to sow terror in the other planes and to enslave the weaker races, among which in particular the phanatons of the plane of Thorne (who had until then lived together in peace with the planar spiders). However the plans of conquest of Aracne Prime were roughly interrupted when a group of adventurers penetrated into her home plane armed with the knowledge of her True Name and challenged her, threatening to destroying her for ever. Forced to escape after being deprived of a large part of her power following this defeat, Aracne sought refuge on the Prime Plane together with a throng of planar spiders to her followers and a multitude of phanaton slaves, ending with them skulking in the heart of that which later became the Isle of Dawn, where created the kingdom of Aran well before that the Thonians founded their empire. Her disciples were crossed later with local giant spiders, created the Aranea race, that with the passing of time manifested in the southern forests of the Isle of Dawn. After Aracne Prime was contacted by Korotiku, who with his suggestions convinced her to divide her subjects for exploring Mystara and founding an extensive culture that could rival that of the humans. Aracne Prime ordered her aranea of using the magic for colonising unexplored area. It was thus that were created the Aranea colonies in the Savage Coast, in the Archipelago of Thanegioth and in other parts of Mystara, with the intent on the part of Aracne Prime of creating an empire of vast dimensions, while the plan of Korotiku was simply for freeing the aranea from the abominable influence of their great mother. Korotiku became an always most important presence in the aranea pantheon, especially in the colonies, while secretly acting also among the phanatons of Aran for inducing them to rebel. With the advent of the Great Rain of Fire and the chaos that followed, the phanatons (who had been reproducing so much that they outnumbered their masters three to one) chose the occasion for revolting and began to fight aranea and planar spiders everywhere they were encountered. Therefore the kingdom of Aran decayed, and the colonies had to look to provide for themselves without more guidance from the motherland. The efforts made by Aracne Prime for halting the collapse of her kingdom were futile, and Korotiku revealed his true intentions when around 2600 BC a group of his aranea followers were introduced into the sanctuary of Aracne Prime and assaulted it. The Immortal was not destroyed, but simply deprived of most power, until becoming a paltry Initiate. After this betrayal, Aracne Prime fled underground and was isolated from the rest of her issue, developing a strong paranoia and a mortal dread of being destroyed. It would take 2000 years for the survivors of Aran to find Aracne Prime and convince her that the traitors had been exterminated and she

could again covet a position of power on Mystara, but in the meantime things were changed. Thothia, Alphatia and Thyatis were awkward powers in the Isle of Dawn, and the contacts with the former colony were by now lost. It was around 450 AC that Aracne Prime finally decided to act by extending her design out from the Thothian Plateau and sent her daughter, Aketheti (a horrible being in a position to change from planar spider into a human being) to inter the pharaoh of the nearby Thothia. Very soon the Thothian kingdom forget its faith in Rathanos (who had saved it from destruction 800 years before) and thanks to the influence of Aketheti and of the new convert Pharaoh Ramenhotep X, an odd form of mysticism based on the veneration of spiders and of the unfathomable mysteries of the cosmos is popular in Thothia through the publication of the Canon of the Square Web. The descendents of Ramenhotep X were then all controlled by Aketheti, who spent age after age pretending to be daughters and nieces of herself and reinforcing for the next five centuries the control of Aracne Prime on Thothia, that actually remained imprisoned in the web of the Spider of the Night. 1 Personality: Aracne Prime is an untrustworthy and manipulative being who nevertheless has an incredible fear of dying, because of the events that she saw fleeing from her home plane. In the course of the centuries she has tried to expand her influence also over the aranea of Herath, distant descendents of her ancient servants, the planar spiders that had fled with her to Mystara, but because of the attention that Korotiku has for the aranea of Herath and of the distance between the Isle of Dawn and the Savage Coast, her plans have been slow. Because of her plots she has made a throng of powerful enemies that comprises Korotiku (patron of the aranea and the non evil planar spiders), Rathanos (original patron of Thothia), Terra and Zirchev (patrons of the phanatons that she harassed so much). Patron: unknown [presumed: Hel] Allies: Alphaks in the Isle of Dawn and in Alphatia, Iliric in Herath Enemies: Korotiku, Rathanos, Terra, Zirchev Classic D&D Stats: Alignment of followers: any; the clerics must be Neutral or Chaotic Favoured weapon: natural weapons (allowed all bludgeoning weapons and nets) Clerics skills and powers: +2 bonus to ST versus Poison and Paralysis D&D 3E stats: Domains: Entropy, Law, Evil, Slavery Preferred weapon: natural weapons (bite or claw/fist) Source: M5, DotE

ARIK

(Arik of the One Hundred Eyes) Lord of Madness and Nightmares, Patron of Massacres, Patron of Beholders
Level, Alignment, Sphere: 18th (Celestial), CE, Entropy
1

Symbol: An open eye with a red pupil Portfolio: Madness, chaos, nightmares, massacres, beholders Worshipped in: Known World (Cynidicea), Davania and in many beholder communities Appearance: Unknown. History: Arik is a mysterious immortal whose past is lost in the mists of time and looking for information on him is difficult, some would say dangerous even for Immortals. What little is known of him is that he was imprisoned in an faraway pocket dimension long ago by other Immortals, who expelled him from the Multiverse. The reason of this extreme measure is unknown, but there are rumours. Some say Arik got imprisoned because he had gone too far in cooperating with the alien entities known as Outer Beings (creatures whose powers and goals remain unknown and who are caged inside the Vortex Dimension) and this brought him to ultimate madness. Others say that Arik offended some of the Hierarchs of the Spheres with a blasphemous act of challenge and got punished this way before he could risk the Multiverse stability. The truth is yet to be revealed. Arik could be the creator of Zargon, the demi-immortal creature that caused Cynidicea's collapse and that now sleeps under that city waiting for the time to be free again. The cult of Arik has almost disappeared from the Multiverse and now only some beholders (who are presumed to be his spawn) and some evil mad cultists (among which those living in the lost city of Cynidicea) still honour him. However Arik has always tried to come back to the Multiverse to get his vengeance and drive his enemies insane. Currently his efforts are focused on retrieving the Eye of Arik, a powerful artefact he left on Mystara that could be used in a special ritual to break the chains holding him in prison. His immediate goal is to get new followers and thus new fresh power to escape his prison dimension and maybe take with him the Outer Beings, bringing the Multiverse into a new order made of chaos and folly. Patron: Unknown [likely: Thanatos] Allies: None Enemies: All Immortals Classic D&D Stats: Followers' alignment: Chaotic Favoured weapons: None (allowed all piercing weapons) Clerics' skills & powers: Clerics can cast freely "Fear" spell thrice per day, +1 bonus to ST vs. mind affecting spells, +2 bonus to skills related to beholder civilization and outer planes Avengers' skills & powers: Avengers can cast freely "Cause Light Wounds" spell thrice per day, bonus "Fighting Frenzy" skill Spells: feign death (2nd), pain (3rd), confusion (4th), desperation (4th), mass madness (6th), mindshatter (6th), demonic metamorphosis (7th), and eyes of the beholder (7th). D&D 3E Stats: Domains: Entropy, Chaos, Destruction, Evil, Madness Preferred weapons: Longspear Source: B3, B1-9

Thothia remains under the nefarious and indolent influence of the Spider of the Night until a group of heroic adventurers arrived on the Isle of Dawn to conduct treaties between the empires of Alphatia and Thyatis discovered the deceit and drove off Aketheti, liberating Thothia according to the events described in the adventure M5, Talons of Night (set between 1003 and 1004 AC).

ARNELEE

(Gna, Han Li) Patroness of Independent Women and Liberty, Patroness of Travel and Messengers
Level, Alignment, Sphere: 7th (Temporal), NG, Thought

Symbol: a spear crossed with a battleaxe Portfolio: independent women, liberty, adventure, travel, loyalty, sincerity, wisdom, cleverness, messengers Worshipped in: Isle of Dawn (Dunadale, Helskir, Westrourke), Known World (Northern Reaches), Norwold, Ochalea Appearance: a muscular and very robust human woman, 1.80m tall and over fifty years old, with a pair of amazing light blue eyes and a head of long brown hair that falls down to the armour of shining bronze she wears. She has a bellicose and determined aspect, and is always armed and ready to engage in battle. History: originally from the northern region in the Isle of Dawn, lived around the V century BC. Daughter of wealthy parents, choosing the uncertain life of an adventurer rather than lead a secure and boring existence. Arnelee was thus one of a group of loyal and friendly companions, sealing a sincere and lasting friendship. Despite the many proposals of marriage received, Arnelee has never married, refusing to tie herself perpetually to an individual or to a site, such was her wish of liberty and the desire of travelling. In the course of her adventures in the wild northern lands, Arnelee encountered an Immortal in disguise, who was solving different secrets of the Multiverse. This meeting struck her imagination and it gave her a new reason for life: the search of Immortality. Trying to travel the path of the Epic Hero, her first petition to gain an Immortal patron was refused, but she didnt give up and tried a second time: impressed by her tenacity, Odin finally agreed to help her in her journey. Therefore Arnelee left on her quest of the Gloves of the Demon, that permanently transforms those that wear them in a demon to the service of Entropy. After various vicissitudes between the Northern Reaches and the Dawn, at the end she found it in the possession of an evil ogre the head of a horde of humanoids in the Dust Reaches (present day Westrourke) and after having defeating him, travelling until the Arc of Fire in Norwold, where throw the artefacts among the flames of a volcano for destroying them utterly. Afterwards she looked first in Alphatia and then in Ochalea for recovering the Tome of Gambia, a magical book that contains all human knowledge in a single volume, which she recovered from the hands of an avid Ochalean cleric intending to destroy it in an act of wickedness. As her successor she therefore chose a young Ochalean girl, similar to her in many respects. She demonstrated an innate talent in the use of the blade and was immediately welcomed in the group as an equal, despite the companions of Arnelee were very depressed by the news of her farewell. Arnelee then forged a new sword with the power of cancelling each type of attack to energy that touches it. Her final trail was to compute all the grains of sand of the seven isles in the port of her birth city. Arnelee succeeded with the help of a clever equation of her invention that cleverly corresponded the number of the grains to the weight of the sand. The test took 10 years, but when it was completed in 456 BC Arnelee was allowed to become Immortal. Presently she is worshipped as Gna (messenger of the Asinye) with the northmen, with the name of Han Li (keeper of sincerity and loyalty) with the Ochalean, and also has a large following among her descendents in Westrourke and Dunadale. Personality: Arnelee is often so impulsive it makes her surly, and she usually alienates those that dont know her well because of her stubborn and unwarlike temperament. Loyal with her allies, the life she followed has made her cautious

before judging situations or persons, therefore allowing her to be tolerant of other peoples actions as long as they dont interfere with her plans. She is a good friend of Freyja as well as Odin, who welcomed her among the Asinye in the northman pantheon, and has found a worthy adventuring companion in Nob Nar, who shares her passions. Patron: unknown [presumed: Odin] Allies: Odin, Freyja, Nob Nar Enemies: none Classic D&D Stats: Alignment of followers: any; the clerics can only be of the female sex Favoured weapon: short spear (allowed the bastard sword, battle axe and any thrown weapons) Clerics skills and powers: +1 bonus to ST versus mind influencing effects (illusions, charms, fear, etc.), free Fighting Instinct skill Paladins skills and powers: free Courage general skill D&D 3E stats: Domains: Thought, Good, Travel, Courage Preferred weapon: half spear Source: IM2

ASTERIUS

Level, Alignment and Sphere: 25th (Eternal), NG, Thought Symbol: The moon (different cults can represent different phases of the moon) or a silver coin Portfolio: Trade, profit, communication, travel, cleverness, merchants, thieves, healing (only in Robrenn) Worshipped in: Known World (Alphatia, Darokin, Thyatis, Karameikos, Minrothad, Ylaruam), Norwold, Isle of Dawn, Savage Coast (Robrenn, Dunwick, Vilaverde, Texeiras, Richland), Hollow World (Milenia, Nithiani, Traldaras) Appearance: A stocky middle-aged man with jet-black hair wearing an ancient robe, sporting a keen eyesight and an ever present beguiling smile. History: Born in Blackmoor before the Great Rain of Fire, Asterius never manifested the love for technology of his contemporaries. Instead he dedicated himself to master the arcane arts and the thieving profession, and later he became known as a respectable trader also thanks to the liaisons with the criminal organizations he had helped in his past. Thanks to his long journeys and the ancient artefacts he discovered in his adventures, he was able to unveil the secrets of the Path of the Epic Hero and successfully completed it around the 3200 BC, after destroying an Entropic artefact of Thanatos, the Spear of Destruction, with the epic weapon he created, the Crystal Dagger of Cymorrak (such was his mortal name), thus preventing the end of the Blackmoor civilization way before the cataclysm. Personality: Asterius is extremely friendly and charming at first sight, but he hides a dangerous side that never shows and which helps him taking his enemies by surprise to achieve his goals. He considers himself the universal patron of thieves and merchants because they are two sides of the same coin, even though he despises the evil ones who act merely for self

(Belnos, Hermod, Kudesha, The Merchant, Murtijai, Zephyr) Patron of Trade and Money, Patron of Communication, Protector of Merchants and Thieves

gratification or for envy (and for this reason he hates Talitha with passion). He is also associated with travellers and those who bring information, since knowledge is a priceless good on Mystara. His most loyal ally is his old patron, Korotiku, and Asterius can count also Ixion and Valerias among his friends, since they share his centuries old crusade against the common enemy Thanatos. Patron: Korotiku Allies: Korotiku, Ixion, Valerias Enemies: Thanatos, Talitha Classic D&D Stats: Followers' Alignment: Any; clerics cannot be Lawful Favoured Weapons: Dagger (allowed all one-handed weapons) Clerics' skills and powers: Clerics obtain one of the following thieves' skills: Move Silently, Hide in Shadows, or Hear Noises. They can use it as thieves of same level, with eventual penalties for armours worn. Moreover they obtain a +2 bonus to the following general skills Estimate, Accounting, Bargaining (in case they choose to them). D&D 3E Stats: Domains: Thought, Good, Travel, Stealth, Trade Preferred Weapon: Dagger [any type] Source: HWA1-3, HW, DotE, WotI, SCS, HWR3

ATRUAGHIN

(Quetzalcoatl) Father of the Atruaghin Clans, Patron of Good and Wisdom, Saviour of the Azcans

Level, Alignment, Sphere: 32nd (Hierarch), LG, Matter Symbol: Feathered serpent wearing a war bonnet or tomahawk and war bonnet Portfolio: Atruaghin Clans, Azcans, diplomacy, wisdom, balance, truth, fighting Evil Worshipped in: Known World (Atruaghin Clans), Hollow World (Azca) Appearance: A middle-aged copper-skinned human with wise dark eyes and a hawk's nose, wearing a war bonnet adorned with colourful plumes on his head. His second manifestation form is that of a 7 feet tall wellmuscled warrior surrounded by flames. History: Prince Atruatzin was born in the Empire of Azca in the Hollow World. After his father's death, he ascended to the throne and ruled with wisdom and magnanimity. However, during his reign Atzanteotl, who had just attained immortality, started to send omens to the Azcans, and began to erode the power of the priests of Kalaktatla and Otzitiotl, urging a revolt against the nobles and the Tlatoani (Emperor). Eventually Atzanteotl's followers managed to stage a coup and they usurped Atruatzin's power, who was forced to flee from the royal palace. Hunted down by Atzanteotl's priests, he escaped with his followers and sought sanctuary in the depths of the earth, where they found the fabled city of the dead: Mictlan (in fact the old elven city of Aengmor, which Atzanteotl had built on the surface and later disappeared in the earthquakes caused by the Glantrian Catastrophe). But Atzanteotl sent here his followers, underground elves (Schattenalfen) that massacred Atruatzin's people in order to take control the city. Atruatzin again managed to flee and was helped by Xochiquetzal, Queen of the Fairies, who held him with her for some time, bestowing him with renewed youth. But Atruatzin knew his destiny was calling him and he resumed his travels,

emerging in the outer world, in the region west of current Darokin. Here he unified the descendants of Oltecs and Azcans and renamed them the Children of Atruaghin (using the name he was given by these people). Once the tribes were pacified and safe, Atruatzin disappeared again and he came back to Azca, where he founded a secret sect that followed a new philosophy called the New Way. He started preaching the return of Quetzacoatl, a mythic king and saviour that would have restored order and justice in Azca foretelling the coming of a new age of prosperity under the patronage of the old gods. Kalaktatla (Ka) guided his priest's steps in the right path towards immortality, and after building the Mystic Conveyor to link Azca in the Hollow World with the outer world , Atruaghin emerged once again among his Children, only to discover they had been enslaved by Wogar's humanoids. He raised the tribes once again and led them to vanquish their common foes helped by the loyal Hattani. Finally, in order to protect his Children from the humanoids, he used his powerful magics to raise a great plateau. This last epic deed marked his ascension among the immortals in BC 795, and from that moment he returns every year among his Children in spirit form. Personality: Despite all battles and wars he fought, Atruaghin has always been characterised by his meekness, mercy and patience. In fact, after decades spent wandering around the world, he came to understand that true strength comes from knowledge and determination. He prefers dialogue as a way to solve any matter, even if he understands that sometimes brute force is the only thing that some people listen to, when words are not sufficient. He refuses to use deceit or lies to reach his goals, and has always been a glaring example of respect for laws and justice, and that is the reason he gathered so many followers and allies all around the world. Patron: Ka Allies: Ka, Ixion, Ahmanni, Hattani, Mahmatti, Tahkati Enemies: Atzanteotl, Danel, Thanatos Classic D&D Stats: Followers Alignment: Neutral or Lawful (approximately 90% of the clerics are Lawful) Favoured weapon: Tomahawk (bludgeoning weapons and short bow are also allowed) Clerics skills and powers: Clerics of Atruaghin cannot wear armours more cumbersome than leather armour, neither use metal weapons. They also cannot turn undead. On the other hand, they can never be tricked (they understand instinctively when someone is lying), and can determine if a plant or animal is edible, venomous or sick just after one round of examination (this ability works only with natural poisons or diseases; the cleric has only the 50% of chance of identifying magical diseases or toxins present in plants or animals). Finally, no common animal (or its giant version) will ever attack a cleric of Atruaghin, unless he attacks first. D&D 3E stats: Domains: Matter, Law, Good, Knowledge, Persuasion Preferred weapon: Tomahawk Source: GAZ14, HWR1, WotI

ATZANTEOTL
Level, Alignment and Sphere: 31st (Hierarch, NE), Entropy Symbol: Silhouette of a black winged viper

(Ivaldi, Menlil, Skorpios) Patron of Corruption and Treachery

Portfolio: Corruption (physical and moral), deceit, treachery, vengeance, destruction of life on the outer world, Azcans, humanoids Worshipped in: Hollow World (Azcans, Schattenalfen), Known World (Tiger Clan, Shadowlands, Broken Lands, Northern Reaches), Immortal's Arm (Jakar City-states), Savage Coast (Nimmur), Davania (Jungle Coast), Graakhalia Appearance: A charming elven adventurer with a shady outlook (pale complexion and sly smile) donning black clothes. His second manifestation form is that of a jet-black feathered viper with elf's face and with two arms he conceals under the wings. History: During his mortal life them, Atziann was the clanmaster of an elven clan settled in the region south of the Glantrian Highlands. In 1700 BC some elves found an ancient Blackmoorian artefact in that region, and they caused its explosion when they tinkered with it. The resulting radioactive rain and the nuclear winter that devastated the whole region turned it into the current Broken Lands, and the so-called Glantrian Catastrophe affected even the farthest reaches of the nearby Ethengar Steppes forming the Land of the Black Sand. The elven survivors dug underground to flee the disease and the destruction and they split. Atziann was the sole survivor of his clan, probably because they were responsible for finding the artefact and triggering its destruction, thus enduring the most losses. After years spent wandering underground, an embittered and vengeful Atziann emerged in BC 1650 in the Azcan Lands and began to live under the Red Sun disguised by his magics. He became slowly fascinated with the Azcan culture, and after years passed living among the Azcans and building his net of conspiracy, Atziann finally left Azca when he made contact with one of Thanatos's Burrowers, who revealed him the path towards immortality in the sphere of Entropy. When he returned in Azca after his travels brought him all around the Hollow World, he used his extensive net of spies, thieves and conspirators to usurp the priests' and Emperor's power and to create a new religion that would have helped him ascend to the top of the Azcan pantheon once he became immortal. Thanks to his lies the cult of the new god, Atzanteotl, established a sense of unrest and rebellion among the lower castes and later got hold also of the hearts and souls of the more corrupted priests, who organised a true upheaval against the established rulers and forced the rightful Tlatoani, Atruatzin, to flee from the capital city. This event marked the peak of Atziann's power of corruption as a mortal and guaranteed his ascension to immortality in BC 1500. He immediately took the role he had tailored for himself, and under the identity of Atzanteotl he began to spread his words of hatred and strife in the world. But Atzanteotl had not forgotten his old enemy Atruatzin, and he tried to corrupt him with promises of eternal life and power. When the wise old emperor refused to side with him preferring to defend the ways of the old gods, Atzanteotl sentenced him to death for his insolence. So he sent his lackeys to Atruatzin's fortress of Quauhnauhac to capture him, and they massacred all the resistant forces trying to capture Atruatzin, who however managed to flee below the ground. Atzanteotl's priests silenced all those who dared speak against the new order and crowned a new puppet emperor in the name of their god. They also rewrote the historical records of the Azcans, thus obscuring the importance of the old gods in favour of the new

one. Atzanteotl became the only true sun of the new Azcan era characterised by human sacrifices and brutal rituals. However, when Atzanteotl found out that Atruatzin was still alive together with a bunch of allies, and that they had found shelter in the ruins of Aengmor (now renamed Mictlan by Atruaghin, the city of the dead), the former capital of Atzanteotl's elven kingdom in the outer world, he went mad with rage. He contacted a group of underground elves and led the unsuspecting refugees through the caves leading to the Hollow World, with the promise of a new homeland. The Schattenalf clan found Mictlan and they assaulted the citadel, killing all the humans living in the sacred temple of their new god, Atzanteotl. However, once again Atruatzin was able to flee and found refuge in Xochiquetzal's court, thus hidden from Atzanteotl's watchful gaze. Atzanteotl ordered the Schattenalfen to rebuild the city, and when they ended their task, he caused great earthquakes that killed many of his followers, forcing the survivors to move away from the city and find another place to settle. He then moved the city towards the surface of Mystara without destroying it, and placed it floating on a lava pool beneath the Broken Lands, where it was later discovered and inhabited by humanoids, who renamed it Oenkmar and converted to Atzanteotl's cult. Meanwhile the fleeing Schattenalfen emerged first in the caves of the Kogolor dwarves, beginning a vicious war against them. When Denwarf the golem was sent to help the dwarves and the elves were outnumbered, Atzanteotl guided the survivors to the grottos near the southern border with the Empire of Azca, beginning the eternal rivalry that turned into a perpetual state of war between the Schattenalfen and the Azcans, worshippers of the same immortal (something Atzanteotl enjoys beyond belief). Atzanteotl was later the sole responsible for the bloody feud between the Sohktari (manscorpions) and the Enduks (winged minotaurs) of Nimmur, and he managed to convince the Sohktari clerics to strike the old Enduk allies in their back, in order to drive them away from Nimmur and conquer the land for themselves. The Sohktari betrayed the Enduks and established Menlil (Atzanteotl's name in Nimmur) as leader of the new Nimmurian pantheon, thus earning Idu (Ixion)'s terrible curse that forces them to avoid direct sunlight or be burned to death. Now Atzanteotl's master plan is the corruption of the whole Shadow Elves' and humanoid races. He wants to create a schism among Rafiel's followers and thus increase his influence among the inhabitants of the underground of Mystara, hoping that one day all the outcasts living underground will emerge unite under his banner to bring utter destruction to the creatures living above ground. Personality: Atzanteotl is fascinated by the process of corruption and he especially loves to see how any kindhearted person can fall into the abyss of Evil and regret thanks to his machinations, only to lose interest in that project immediately after and start looking for new ways to spread evil. His final goal is the complete annihilation of life on the outer world, and especially the destruction of all elves. Patron: Thanatos (who now considers Atzanteotl a deadly rival) Allies: None stable, sometimes allies with Hel, Idris and Loki for mutual goals Enemies: Atruaghin, Rafiel, Ilsundal, Ixion, Ka, Karaash, Halav, Bartziluth, Djaea Classic D&D Stats:

Followers Alignment: Neutral or Chaotic; clerics must be Chaotic Favoured weapon: Short sword (allowed all bludgeoning weapons and the blowgun) Clerics skills and powers: Clerics can Cause Light Wounds three times to the day (similar to 1st level clerical spell of same name), +2 bonus to ST vs. Poison, +2 bonus to anyone general skill (not free) to choose among the following: Toxicology, Herbalism, Handling Snakes Avengers skills and powers: Can Create Poison once a week (similar to the clerical spell of same name), +1 bonus to ST vs. Poison, D&D 3E Stats: Domains: Entropy, Evil, Deceit, Destruction, Corruption Preferred weapon: Short sword Source: GAZ10, GAZ13, HW, HWR1, HWA1, WotI, OHP, Dungeon magazine # 20 (as Skorpios)

BACHRAEUS
(Apophis) Patron of Hatred and Vengeance, Patron of Medusas and Yuan-ti, Lord of Snakes and Poison
Level, Alignment, Sphere: 19th (Empyreal), CE, Entropy Symbol: A green asp Portfolio: Vengeance, hatred, betrayal, poison, snakes and serpentine creatures (medusa and yuan-ti) Worshipped in: Davania (Jungle Coast and Meghales Amosses), Hollow World (Milenia, Nithia), Known World (Ylaruam) Appearance: A humanoid with serpents in place of hair, reptile yellow eyes and green scales covering his body, wearing an ancient Nithian tunic and the Pharaoh's symbols of power (Crook & Flail) tightened in his fists. History: LIKELY THEORY: Apophis was the stepbrother of Chardastes (son of the second wife of Chardastes's father), and ruled a small Duchy north of the river Nithia, while the brother had been granted the by his father the richer part of the kingdom on the banks of the River Nithia. Apophis envied the young monarch's prosperity and fortune, and devoured by hatred and lust for power, he planned a conspiracy to usurp the throne and get rid of Chardastes. Apophis paid a secret sect of murderers and slavers from an oriental province in exchange for the kidnapping of his brother. In fact he did not dare to kill him fearing to bring down on himself an ancient divine curse. Apophis invited his brother to his palace to celebrate the anniversary of his rise to the throne, but during the travel the royal caravan was attacked by the hired bandits in the northern wildlands. Thanks to the undead summoned by the attackers' wizards, the assailants took the royal guard by surprise and the bandits managed to capture Chardastes. After he was sure that the brother had been carried away and sold as slave in a faraway land, Apophis marched on the kingdom's capital carrying the news of the onslaught of Chardastes. Armed with this information, he convinced the nobles and the army to support his claim to the throne in order to unify the two territories. Thus he became King of Nithia. Apophis ruled for five long years in constant fear of being discovered and exiled for his crimes. To prevent this, he created a rigid control over the nobles and bribed many generals, using his power to imprison or murder all those who opposed him. Moreover, listening to his Grand Vizier (a cleric of Thanatos), he began to create a secret army

of undead warriors with the double purpose to defend the kingdom from any internal uprising and to declare war against the neighbouring states, gaining new lands and destroying potential threats to his rule. However, one fateful day Chardastes came back to the palace and demanded to be received by his stepbrother. When Apophis understood that his position was in danger, he declared the stranger an impostor sent by the king of a neighbouring nation in an attempt to bring chaos in Nithia, and he tried to imprison him. Learning from previous mistakes, this time Chardastes proved more clever than the evil Apophis, and succeeded to escape with the aid of his ally, Maat. In the following months, Apophis ordered a manhunt in order to find a jail his stepbrother, but his search was vain. Also, he understood too late that Chardastes brought with him more troubles than he expected. In a short time, Nithia was besieged by the armies of its neighbours supported by the magical troops supplied by the powerful Pflarr, who was helping Chardastes's rightful claim to his throne. Apophis mustered all the military might he had and decided to use his undead troops hoping to exploit the surprise factor. However, Chardastes had already been informed of this army and was prepared. In the final battle the troops of Apophis were scattered, many soldiers deserted and many conscripts refused to march against the frightening constructs of the mighty Pflarr. Apophis was besieged in the royal palace, and had to face Chardastes directly, who humiliated the usurper in front of all the court and the citizens. When he tried to flee, Pflarr himself confronted him, and after killing his Grand Vizier he tried to imprison the soul of the vile monarch. With one last spell, Apophis turned into a snake and in the ensuing confusion managed to avoid death at the hands of Pflarr. However, he did not escape Pflarr's curse, which disfigured him and turned him into a reptilian humanoid, half man half snake, a perpetual testimony to his double nature of traitor and worshipper of Thanatos. Apophis wandered across the Nithian basin asking the gods' forgiveness for his sins, but every time he was driven away or hunted down by the human tribes he approached. This poisoned his mind completely, so he started to pray the forces of darkness to give him the strength to survive and to exact his vengeance. Thanatos answered, and after exposing him to several trials to judge his loyalty, he gave Apophis demonic powers turning him into a vengeful creature he renamed Bachraeus. He then led Bachraeus to the southern continent, where he subjugated a large Neathar tribe and turned all his disciples into snakelike creatures like him (the first yuan-ti, medusa and weresnakes). This atrocity earned him a place in the sphere of Entropy in BC 1340. From that moment his cult took roots both in the Nithian Empire as Apophis, patron of betrayal and hatred, and in Milenia and the Davanian other civilizations as Bachraeus, patron of medusa, yuan-ti and snakes. Personality: Bachraeus is sly, envious and vindictive. He enjoys bringing suffering to the living people as a sick kind of reprisal for all the grief he had to suffer. His extreme fascination with poisons and pain earned him a dreadful legend among mortals, and his followers try to imitate him in all his cruelty. He is the recognized patron of the medusa, the mysterious weresnakes and the yuan-ti of the Jungle Coast, having sired this breed during his exile from the Nithia. He is also patron of the venomous snakes, of the murderers and the traitors in several cultures, and remains the greatest enemy

of Chardastes, Pflarr and Maat (who humiliated him in his mortal life), while he can count on Thanatos and Ranivorus to further his diabolic schemes and his plans of destruction. Patron: Unknown [likely: Thanatos] Allies: Thanatos, Ranivorus Enemies: Chardastes, Pflarr, Maat, Ixion Classic D&D Stats: Followers Alignment: Neutral or Chaotic; clerics must be Chaotic Favoured weapon: Dagger (allowed all one-handed slashing weapons and the blowgun) Clerics skills and powers: Clerics can Charm Snakes once a day (see clerical spell of same name), +1 bonus to ST vs. Poison and Petrifaction Avengers skills and powers: Avengers can Create Poison once every two days (see clerical spell of same name) D&D 3E Stats: Domains: Entropy, Chaos, Evil, Deceit, Vengeance Preferred weapon: Dagger Source: RC

Spells: feign death (2nd), demonic metamorphosis (7th). D&D 3E stats: Domains: Entropy, Chaos, Evil, Destruction Preferred weapon: Natural weapons (bite or claws) Source: HW, GAZ10, WotI

BARTZILUTH
Level, Alignment, Sphere: 14th (Celestial), CN, Energy Symbol: a black morningstar Portfolio: bugbears, fury, battles, bravery, strength Worshipped in: Hule, Isle of Dawn (Redstone), Known World (Five Shires, Darokin, Karameikos, Broken Lands, Northern Reaches), Norwold (Denagoth), Skothar (Jen, Nentsun) Appearance: an enormous bugbear with a savage and threatening snout in which sparkle two smart and intelligent eyes, wearing shining leather armour like a golden fleece and in his hand a black morningstar. History: during his mortal life he was a bugbear in the Broken Lands living around the XII century BC, a year of massive expansion of the humanoids of that region. Powerful fighter and of unsurpassed courage, he became famous for his fury in battle and the custom of breaking the heads of his enemies with an iron mace of many spikes (a morningstar). No one knows exactly how he successfully became an Immortal in the Sphere of Energy (certainly thanks to his mysterious patron), however he was from that moment the protector of bugbears and berserkers, and promotes brutal war fought with ardour until last blood. Personality: Bartziluth is obsessed with fighting and physical confrontation in general, he greatly admires challenges among warriors that demonstrate strength and ignoring pain and death, and especially those people that fight without reservation until the last, possessed by battle (the berserkers). He hates Halav for his crusade against the humanoids and is also opposed to Atzanteotl who tries to steal his followers with lies and false promises. Patron: unknown [presumed: Thor] Allies: none Enemies: Halav, Atzanteotl Classic D&D Stats: Alignment of followers: Chaotic Favoured weapon: morning star (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Strength, free Fighting Instinct general skill Avengers skills and powers: free Fighting Frenzy general skill D&D 3E stats: Domains: Energy, Chaos, Strength, War Preferred weapon: morning star Source: HW, WotI

(Hruggek, Modi) Patron of Bugbears, Patron of Fury in Battle, Lord of War

BAGNI GULLYMAW

Level, Alignment, Sphere: 13th (Celestial), CE, Entropy Symbol: Two blood dripping fangs Portfolio: Violence, cannibalism, trolls, humanoids Worshipped in: Known World (Vestland, Broken Lands, and Darokin), Norwold, Yazak Steppes, Davania and wherever cannibal humanoids may thrive Appearance: A huge green-skinned troll with hair like putrid algae, claws and fangs too long even for a creature his size, always surrounded by a nauseating stench History: Bagni is the only troll that managed to achieve immortality and he got where he is thanks to his tremendous voracity, which led him to maim, massacre and devour thousands of living beings (including a whole elephant). He thus attracted the attention of the Entropic lords, who guided him on the path of the Destroyer and welcomed him among the immortals around XII century BC, after he left on his path a long trail of atrocities and destruction. Personality: Bagni is the patron of trolls and he encourages any cult based on cannibalism and violent destruction. He's way smarter than common trolls, but despite being an Immortal he is not remembered for his wits or cunning. Bagni is the quintessential troll: huge, gross, brutal and always hungry. He is a fierce enemy of Halav and Thor, who have always inspired their followers against Bagni's humanoids and have faced him directly more than a couple of times, leaving him beaten and humiliated. Patron: Unknown [likely: Orcus] Allies: None Enemies: Halav, Thor Classic D&D Stats: Followers' alignment: Clerics and followers must be Chaotic Favourite weapons: Natural weapons (allowed only twohanded weapons) Clerics skills & powers: Each day clerics can recover one spell they cast within the last 10 hours if they devour a creature with the same HD as the power level of the spell (the ritual takes 1 turn per HD of the victim)

(The Great Devourer, Yemekershey) Patron of Trolls, Patron of Cannibalism

BASTET

Patroness of Rakasta and Cats, Patroness of Instincts and Luck, The Lost Mother
Level, Alignment, Sphere: 15th (Celestial), CN, Thought Symbol: Silhouette of a black cat

Portfolio: Rakasta, felines, luck, instincts, life, fertility, prosperity Worshipped in: Savage Coast (Dunwick), Davania (Arypt), Isle of Dawn (Thothia & Thothian Plateau), Hollow World (Nithia) Appearance: A lithe and nimble female rakasta with sparkling emerald eyes and a black shiny pelt, wearing Nithian jewellery and a short-sleeved white tunic. History: Ba-steh was the familiar cat of a shaman of Ka named Kum-rah. The relationship between the two was so strong and Ba-steh's devotion for her master so deep and utter, that Ka decided to award his follower's loyalty turning his familiar into a woman, who then married him. The years passed and Ka decided to test Ba-steh to understand if she had matured into a normal human being or was still an animal inside. However, she utterly failed when she gave chase to a small mice inside the house, devouring it. Ka wanted to turn her back into a cat, but then changed his mind to avoid making his shaman suffer. So he changed them both into a new race, and they became the first rakasta. With the passing generations, the descendants more similar to Ba-steh became the Rakastodon Fatalis and those of Kum-rah' stock became the Cave Rakasta, ancestors of the modern rakasta breeds. In the following years Kum-rah died for minor accidents, but he was always so beloved by his patron that Ka brought him back to life nine times before he was finally admitted into the immortal's paradise. At that point, Ba-steh was left alone taking care of her pups. She started reading her husband's scrolls and became more and more interested in the mysteries of the universe, up to the point that she was able to undertake the path of the Polymath under Ka's sponsorship and eventually became immortal at the dawn of the rakasta civilization. She then left Mystara to explore the Multiverse, discovering a world inhabited by humans similar to the late Nithians (probably the Egyptians of Laterre in the Dimension of Myth). There she got her first followers and became worshipped as a goddess under the name of Bast or Bastet, and forgot about Mystara for a long time. Once the civilization of her worshippers crumbled, she left that world and returned to Mystara, discovering that her spawn had grown in numbers and breeds. She decided to become the patroness of the rakasta, and after dispersing part of her immortal energy to appease the Hierarchs of the Spheres and obtain their approval of her return to the Multiverse, she sided with Ka and Ninfangle as patroness of the Rakasta. She also got a cult of her own among the Nithians (the human civilization that more resembled the lost followers she had on the other world) as patroness of fertility, luck and prosperity. Personality: Bastet is an unpredictable creature who loves freedom and savouring life to its fullness. She does not like brute strength, but she teaches his followers to fortify in order to survive and defend themselves by exploiting their instincts. Bastet is extremely cautious, often lunatic and savage, and she trusts only those who have shown loyalty in the long time (like her patron Ka and Ninfangle). Patron: Ka Allies: Ka, Ninfangle Enemies: None Classic D&D Stats: Followers Alignment: Any; Clerics must be Neutral or Chaotic Favoured weapon: Natural claws and warclaws (allowed all types of dagger, javelin, spear and natural weapons)

Clerics skills and powers: +1 bonus to Dexterity, bonus Alertness general skill D&D 3E Stats: Domains: Thought, Chaos, Luck, Fertility Preferred weapon: Warclaws Source: Dragon #247

BEMARRIS
Level, Alignment, Sphere: 3rd (Initiate), CG, Energy Symbol: a dragon pierced by a sword Portfolio: battle, strength, exterminate dragons, defend Norwold Worshipped in: Isle of Dawn (Helskir), Known World (Northern Reaches), Norwold Appearance: a sinewy human of about forty encased in shining plate armour with several embellishments of draconic stamp, a shield with the bas-relief of a rampant dragon on the left arm, a sword that emanates an intense magical aura in the right hand, and an helmet in the form of a dragons head with the visor raised that leaves glimpses of a perfectly shaved face of square features, with sky-blue eyes with a fierce and indomitable look and short greying hair. History: in life he was an Alphatian fighter of Norwold with a bold and obstinate temperament. Haunted by the power and destruction brought by dragons into his lands, succeeded to climb the summit of Immortality thanks to epic clashes with the draconic blood for protecting Norwold and to the of the armour, shield and sword of the Lord of Dragons (three ancient legendary artefacts). Ascending in the middle of the VII century AC, has brought with him into the Sphere of Energy his crusade against the dragons and is now the protector of numerous dragonslayers and all the humans of Norwold. Personality: Bemarris is an ardent fighter in heart and soul, more accustomed to fighting than to strategy and politics. However he is not reckless, and the years spent as mortal have refined his tactical skills as well as his skill of command, gifts that he tried to teach to his followers. He is a faithful ally of Thor, his mentor, who selected him for embodying the role of Magni (his son according to the Antalian mythology) and admires the young Lokena for her bravery and strategic skill, with who he has a good affinity. His principal enemies are naturally the dragon lords, as well as Idris, patroness of Denagoth and the evil dragons that live there. Bemarris indeed doesnt distinguish between good or evil individuals: when he deals with dragons, his prejudice is so deep-seated that he indiscriminately considers all creatures treacherous and devastating and should be wiped out. Patron: unknown [presumed: Thor] Allies: Thor, Lokena Enemies: The Great One, Diamond, Pearl, Opal, Idris Classic D&D Stats: Alignment of followers: any; the clerics must be Chaotic or Neutral Favoured weapon: long sword (allowed all bludgeoning weapons and the bastard sword) Clerics skills and powers: can use Fighter Weapon Mastery slots instead of Cleric slots Paladins skills and powers: +2 bonus to attack rolls versus dragons

(Ares, Magni) Patron of Heroes, Protector of Norwold, The Dragonslayer

D&D 3E stats: Domains: Energy, Chaos, Good, Strength Preferred weapon: long sword Source: WotI, IM2

BENEKANDER
Level, Alignment, Sphere: 1st (Initiate), NG, Energy Symbol: A beagle in a jumpsuit wearing a helmet and holding a monkey wrench in his palm Portfolio: Protect the mortals, freedom and truth Worshipped in: Darokin (add Sind and Savage Baronies after AC 1010) Appearance: A 7 feet tall well-muscled man with green skin, dark hair, blue eyes and well-trimmed beard and moustache, wearing a blue jumpsuit with black boots and a round mirrorshield at his belt. History: Rheddrian Benekander was First Engineer aboard the Beagle, a spaceship from a far world exploring the universe, when it crashed on Mystara because of a malfunctioning. The damage done to the ship was beyond repair on that primitive world, so the survivors sent a distress call and decided to wait for the Federation's rescue team in suspended animation chambers. Many centuries later, Rheddrian woke up from his slumber and discovered that one of his companions had gone crazy. His chamber had malfunctioned, releasing him before the due time, and he had murdered various members of the crew by altering their sleeping chambers. When he tried to kills Rheddrian, he activated the safeguard system the engineer had placed on his capsule, and he was forced to flee the ship with some other members of the crew to avoid being disintegrated by the defence robots. But the worst fact was that some native humans (Blackmoorians) led by the renegade had violated the ship and scavenged its technology. Rheddrian repelled the invaders and then noticed that their alterations had rendered the still active engine of the Beagle unstable. In order to prevent its imminent blow-up, he used all his knowledge to reprogram the containment measures and shut down the system. He did not prevent the explosion of the ship, but at least he managed to decrease its destructive power, and his body was disintegrated in the catastrophe together with the rest of the Beagle. However, immortals from the sphere of Energy magically saved the Beagle's nuclear reactor and altered it, transporting it to a remote area of the world and hiding it beneath the earth (creating Glantri's Nucleus of the Spheres). During this operation, Rheddrian's soul was sucked up in the magical enchantment of the immortals and ended up trapped in his own reckon badge, deformed by the explosion to resemble a mirror-shield. The mirror was then found and changed hands during the following generations, until Benekander was finally freed from his prison by a group of adventurers around AC 1001. He immediately understood that his essence had been transformed into something different, but only after experimenting with his new powers and gathering some news about the Multiverse did he understand he had become a true Immortal thanks to the Radiance power. Personality: Benekander's primary goal is to protect humanity from immortals' interference. Since he is still quite uncomfortable around other immortals and has not yet accepted his new state of existence, he prefers the company of

(Gareth) Patron of Mortals and Freedom

mortals to his fellow immortals, and for now has not revealed his presence to the hierarchs of the Spheres. He spends most of his time on Mystara under the mortal identity of Rheddrian, a well endowed merchant and an expert of the arcane arts, and has used his charisma and treasures to create a secret net of informers and allies. After AC 1010, he will also appear as Gareth to the Sindhi, using miracles to extend his base of followers and preaching freedom and respect among mortals. Patron: None (Radiance) Allies: None (nobody knows of his existence) Enemies: None (potentially all the immortals that manipulate the mortals) Classic D&D Stats: Followers Alignment: Any; Clerics must be Lawful or Neutral Favoured weapon: None (allowed all bludgeoning weapons) Clerics skills and powers: Permanent Infravision 60 feet. Paladins skills and powers: Lay on Hands D&D 3E Stats: Domains: Energy, Good, Protection, Knowledge Preferred weapon: Light mace Source: WotI, PWA 1-3

BRANDAN EARTHSHAKER

Patron of the Snartan, Patron of Progress and Conquest, Creator of the Earthshaker

Level, Alignment, Sphere: 3rd (Initiate), LN, Matter Symbol: a fire red cogwheel Portfolio: progress, invention, conquest, fire, technomancy, snartan gnomes Worshipped in: Davania (Vulcania) Appearance: a gnome of martial aspect, with a golden helmet on his head, protected by a cuirass of mesh with a white P incised on the chest above the image of a red cogwheel (the symbols of Snarta and Brandan). History: PROBABLE THEORY: Brandan was a gnome that lived in the Republic of the Similars (Vulcania) around the III century AC. The greatest thinker and inventor, he was the first to willingly push into the Forbidden Lands, a mountainous region near to the Republic that was believed to be inhabited by terrifying creatures of fire, in order to better study the proprieties of them that he regarded the noble element par excellence and exploit them to create new weapons that could give the victory to his compatriots in the war against the other gnomish clans. During his exploration he discovered the existence of fire elemental pupae, extremely docile but equally powerful elemental creatures, and after some constant experiments that the energy produced by them was able to power operatively many of his devices. Afterwards he came across an ancient Blackmoorian relic, a sort of enormous self-propelled machine used by the Grunland elves as a means of transport and digging. Fascinated by the magnitude and the complexity of the artefact, spent the following ten years to studio it unable to reproduce the original construction plans. However, the source of power that fed the machine was hopelessly corrupted and Brandan was not able to understand the original, not having studied the Blackmoorian nuclear technology. Thus, with the ingenuity typical of the gnomes, exploiting the discovery of the fire elemental pupae and redesigned the machinery to make it function powered by these creatures. After another five years of toil, Brandan was in a position to repair the artefact renamed Earthshaker for the incredible shakes that it

generated all around. The Immortal Garal admired his genius so much that he appeared and proposed a challenge: if he was able to reconstruct and recover all the pieces of his invention for at least three times in three different incarnations, that would help him to continue on the path to Immortality. Brandan accepted and was successively reincarnated as a gnome mage, fighter and cleric, and each time was able to again find the artefact, redesign it and make it function always in the same way. At the end of his efforts, exploiting all the knowledge learnt until that moment, Brandan decided that for completing the Path of the Polymath he needed to do only one thing: creating a perennial monument to his genius. So he returned among his people and with the name of Dorfin succeeded to soon become a powerful general of the republican army thanks to the martial skills acquired in one of his past lives. Guiding an expedition in the Forbidden Lands, Dorfin convinced his men that an Immortal by the name Brandan had revealed to him the location of a powerful weapon, and here he revealed the Earthshaker that he previously rebuilt. Using his soldiers for recovering other fire elemental pupae and new materials, Dorfin was in a position to upgrade the Earthshaker and finally make it move to his liking. After having placed his followers in the strategic points for operating the machinery, Dorfin guided the Earthshaker to his homeland, where victory after victory it became the symbol of the hoi gnomes and was renamed Proboscidaemon (the symbol of the Snartan Empire is indeed a white P in memory of the Proboscidaemon). The last act that consecrated Brandan to Immortality was the abolition of the Republic and the institution of the Empire of Snarta (from the gnomish word for victory), proclaiming himself Emperor Dorfin I in the VI century AC. After having destroyed the opposition of the old, Dorfin concentrated the Snartan resources in the construction of Earthshaker and in the combining of some of them to create a true self-moving city, Snartapolis, his everlasting monument to his own greatness. It was at this point that, finishing his path, Brandan could finally become Immortal in the Sphere of Matter. Personality: From the moment of his ascension, Brandan has been exclusively interested in the snartan gnomes, exhorting his descendents to a more aggressive military policy and to stimulate the technological and scientific research for the production of new Earthshakers. Unfortunately the secret of the technology of the Earthshaker has been partially stolen by some rival gnome clans when a pair of Snartan artefacts fell into enemy hands, and this has made the war in Vulcania much more competitive. Brandan thinks that the Snartans need to have total control of the territory for disposing of new resources with which to advance their culture, and that war is the only means which he deems suitable to his aim. Due to his belligerent nature he has entered into competition and in open contrast both with his ancient patron Garal, who hasnt appreciated the escalation brought by the Snartans in the conflicts among the Vulcanian gnomes, and with Zugzul, patron of the fire giants who is convinced that Brandan has stolen his protges who should be his by right (the domination of the fire elemental pupae and Vulcania). Patron: unknown [presumed: Garal] Allies: none Enemies: Garal, Zugzul Alignment of followers: Lawful or Neutral Favoured weapon: short spear (allowed all small weapons)

Clerics skills and powers: +2 bonus to one general skill (not free) from the following list (clerics choice) technomancy, magic arcana, fantasy physics or fantasy engineering. Domains: Matter, Law, Fire, War Preferred weapon: half spear Source: CoM (as Brandan EarthMover)

BRINDORHIN
Patron of Halflings, High Hero and Protector of the Five Shires, Patron of Abundance
Level, Alignment, Sphere: 13th (Celestial), LG, Time Symbol: A golden ear of wheat Portfolio: Halflings (hin), patriotism, safety, family, prosperity, wealth Worshipped in: Known World (Five Shires, Darokin, Minrothad, Karameikos), Alphatia, Davania Appearance: An elderly halfling with a noble appearance and a still strong physique, with curly white hair and long greying sideburns, clad in rich garments but barefoot, always smoking his favourite pipe and flashing an assuring and warm smile. History: Likely Theory: In BC 1500, besieged by the more numerous Neathar tribes come from the north, Brindorhin's father Faranor led a great migration of halflings from their homeland of Brasol to the southern coasts of Brun, taking the same path that a thousand years ago the elves of the second migration from Grunland had taken to reach Ilsundal. Faranor merely wanted to find a safe haven for his kin where to establish his new kingdom, and finally sailed across the Addakian Sound, reaching the southern fringes of the Serpent Peninsula. Here they spotted some Sheyallia elves living in the jungles, and remembering well their good relationship with the elves of the past generations, Faranor convinced his kin to settle there in order to profit from the elves' protection. Unfortunately, after a hin generation it became clear that the region was ripe with dangerous flora and fauna, belligerent Tanagoro humans encroached their lands and even the elves did not behave that kindly towards them, refusing to aid the halflings when they hoped it. So after finding out the trail followed by the majority of Ilsundal's elves, Brindorhin took all the halflings under his guidance after his father's death and issued the Second Migration. After some months the hins built another fleet and sailed eastward, reaching the Five Shires region where they landed. In this land still untouched by humans Brindorhin found the survivors of the Glantrian Catastrophe, the friendly and peaceful elves of the Gentle Folk (Truedyl clan), and he finally was convinced to have reached the promised land. So the hins settled in the region they renamed Deepland, living side by side with the kind elves and building the Keep of Faerdinel, where they amassed all their treasures. After resisting an orcish invasion in BC 1254 and repelling numerous raids organised by Traldar pirates against their coastal settlements, at the end of BC 1200 Brindorhin discovered an ancient Taymoran artefact in the southern grottos and when he activated it, he found himself nearly 250 years in the future. When he re-emerged from the caves, he discovered the elves had vanished around BC 1000 and that a horde of humanoids from the north had invaded and conquered his homeland. Brindorhin immediately organised a resistant militia and led the First Upheaval in BC 965-964,

dislodging the humanoids and founding the new realm of Hindon. At this point, Khoronus contacted Brindorhin and explained him what he needed to do in order to advance in his path towards immortality in the sphere of Time. Brindorhin travelled again in the future and came back in BC 915, when Hindon had been conquered by the dwarvish tyrant Loktal and renamed the Glittering Land. In BC 912, after years of skirmishes and intrigues, Brindorhin was able to issue the Second Upheaval and to end Loktal's tyranny. The hins drove the dwarves and orcs from beyond their mountains and founded the new kingdom of Shaerdon. Unfortunately, the hins' freedom lasted only ten years, because after Brindorhin left them they were not able to stay united and divided they fell under the humanoids' incursions. During his last comeback, Brindorhin appeared as Gunzuth the Clanless and in BC 610 he led the hins to revolt against the human and humanoid invaders, after a century of clashes known as the Time of Heroes that started with the Third Upheaval led by Coberham Shadowglint. Gunzuth was then appointed first Sheriff of Shaerdon, founding the town of Shireton and ruling the halflings with wisdom for over thirty years. Shaerdon became the Five Shires when Gunzuth divided it among his five sons in BC 572, before resigning his position, and so the Shires were formed. This final act granted him immortality in the Sphere of Time and he became one of the High Heroes, patron of the Five Shires and of the hins all over the world. After some time, he sponsored Finidel, a human hero from Brasol, and helped him attain immortality after founding a kingdom where the halflings left in Davania could live in peace with the humans. Personality: Gunzuth is a merry but pragmatic immortal, deeply fond of traditions and laws. He loves life deeply and teaches his worshippers to enjoy the fruits of the earth and their job without trying to find cheap or unlawful ways to gain more wealth. The greatest treasure for any halfling is in fact the safety of his home and the love of his family. Coberham and Nob Nar are his two inseparable allies, together with his protg, Finidel. He strongly opposes the immortal patrons of goblins and orcs, remembering the suffering that the hins endured at the hands of these humanoids before his rise to power. Patron: Unknown [likely: Khoronus] Allies: Coberham, Nob Nar Enemies: Karaash, Yagrai, Wogar D&D Classic Stats: Followers' Alignment: Any; Clerics must be Lawful Favoured Weapon: Rapier (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Charisma, bonus Storyteller general skill Paladins' skills & powers: Brindorhin's paladins are the socalled Hin Masters (see GAZ8 for more info) Spells: Ceremony (1st), holy meal (2nd), cornucopia (3rd), fertility* (3rd, see arcane spell with same name, in place of cure stun*). D&D 3E Stats: Domains: Time, Law, Good, Family Preferred weapon: Rapier Source: GAZ8

Patron of Domination and Slavery

Level, Alignment, Sphere: 10th (Temporal), NE, Entropy Symbol: a chain prepared to form a horizontal eight Portfolio: domination, slavery, oppression, circumvention Worshipped in: Alphatia, Esterhold, Ochalea Appearance: a robust human of pallid complexion, with violet eyes and jet-black hair with blue highlights (the classic pure Alphatian), an expression of eternal cleverness and a deep and mellifluous voice, dressed in a short tunic and a pair of black trousers, with a whip at the belt. History: in life a cleric of Talitha given of incredible guile and charisma, applied the teachings of his Immortal until achieving Immortality in the Sphere of Entropy about 630 BC, ensuring that the cult of Talitha became a strong presence in the Alphatian Empire taking advantage of the confused period of the civil war of unification. His cult was then enforced as one of the cornerstones in the formation of the new Alphatia, promoting slavery and the class division that still characterises the Alphatian society. Brissard gets particular sympathy among the more arrogant and violent nobles of Esterhold and among the more able cheats and manipulator. Personality: Brissard acts as one of the more crafty and enterprising Entropic messengers and negotiators, capable of bending to his logic and to his will any individual thanks to his strength of will and to his distinct persuasive capacity. He is the patron of slavery and of mental and physical enslavement, and any means is valid in order to dominate others, whether brute force, deceit, perverse logic or blackmail. For this he is a fierce adversary of Saturnius, patron of liberty, and tends to collaborate with several Entropics for his own advantage, in particular with Talitha. Patron: Talitha Allies: Talitha Enemies: Saturnius Classic D&D Stats: Alignment of followers: followers and clerics can have any alignment Favoured weapon: chain (allowed all bludgeoning weapons, the whip, net and human-catcher) Clerics skills and powers: power to paralysis a creature with a touch with HD/level lower than that of the cleric (once per day, ST vs. Paralysis saves) D&D 3E stats: Domains: Entropy, Evil, Deceit, Slavery Preferred weapon: spiked chain Source: IM2, WotI

CALITHA STARBROW

(Tallivai the Rootmaker, Felidae, Barramundje, Mother Ocean) Caretaker of the Sea Races, Patroness of Meditor and Aquarendi, Lady of the Seas

BRISSARD
(Ba PianShu)

Level, Alignment, Sphere: 18th (Celestial), NG, Time Symbol: A giant pearl enclosed in a mother of pearl Portfolio: Oceans, lakes and rivers, travel, fertility, good luck, sea elves, aquatic races, tortles Worshipped in: Known World (Minrothad), Undersea, Savage Coast (Bellayne, Wallara, Tortle tribe lands) Appearance: A charming elven maiden with shining motherof-pearl skin, clad with garments made of shells and sea plants, with a glowing star-shaped diamond embedded on her forehead and a trident in her hand.

History: Calitha was born among the Aquarendi elves of Evergrun, shortly after they left the sea to live among their land-dwelling brethren. However, Calitha was always fascinated by the peaceful magnificence of the ocean and from the eternal ebb and flow of the tides, and she soon grew nostalgic of the life her ancestors led under the sea. When she realized Blackmoor's technology was leading the elves away from the ways of nature, she started to promote a return to the ocean life among her clan members, the elendaen. With the support of most of her brethren, she created a powerful artefact, the Pearl of Power, which helped her travel to the bottom of the ocean to ask for Manwara's forgiveness and help (original creator of the Aquarendi). Thanks to her efforts, most of the Aquarendi returned among the ocean waves in BC 3100 under the patronage of Manwara (Protius). Calitha left the Pearl of Power to her clan members who had chosen to remain on Evergrun (ancestors of clan Meditor) and was then contacted by Ordana, who saw the great potential Calitha had for immortality. She advised her not to abandon the Aquarendi to Protius's inconstant care, and pushed by the need to protect them and assure their safety, she embarked on the path of the Dynast. Calitha travelled through time and helped her descendants (both the Aquarendi and the Meditor elves) to survive the Great Rain of Fire and the following earthquakes, and drove them from the southern hemisphere to the northern one, where they both built a new reign of their own both below and above the Sunlit Sea. Calitha earned immortality in BC 1730, and later, following Ilsundal's advice, she gave the Aquarendi the Frond of Life, using the identity of Tallivai, to use as a relic based on Ilsundal's Tree of Life, while the Meditors were able to revive the Pearl of Power and currently use it as their clan relic. From that day Calitha became the caretaker of all aquatic races (in particular sea elves) and of other land dwelling races, (she is revered as Barramundje among the Wallaras and as Mother Ocean by the tortles). She is constantly trying to balance Protius's lunatic and unpredictable character to protect the sea civilizations. Personality: Calitha's philosophy is called elendaen and she considers ocean and the cradle of life, pushing her followers to exploit the bounties of the sea without harming or impoverishing it. Calitha is a being and kind immortal, who is constantly trying to protect her followers and the sea to make it a paradise where the races could live in harmony. Calitha protects the seafarers and she is also considered patroness of good luck and fertility by some cultures. She is a staunch ally of Ordana and friend with Ilsundal, Polunius and Malafor (two immortal patrons of other aquatic races). On the other hand, she despises Saasskas, devilfish patroness of necromancy who is trying to corrupt the undersea races, and she cannot stand Slizzark, brutal patroness of the kopru race, due to her love for slavery and tyranny. She is also an open rival (although not really an enemy) of Protius, who is considered too absent minded and egotistical, to impervious to the sea races' pleas for help to be their true caretaker. Patron: Ordana Allies: Ordana, Ilsundal, Polunius, Malafor Enemies: Saasskas, Slizzark, rivalry with Protius Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral Favoured weapons: Trident (allowed only javelin, harpoon, net, short spear, dagger and crossbow)

Clerics' skills & powers: Clerics can breathe water as easily as they breathe air and vice versa; bonus Survival (Sea) and Swimming general skills D&D 3E Stats: Domains: Time, Good, Travel, Fertility, Sea Preferred weapon: Trident Source: GAZ9, PC3, HW, WotI, SCS

CARNELIAN
Patroness of Machetos, Patroness of Tradition and Nobility
Level, Alignment, Sphere: 7th (Temporal), LN, Time Symbol: a silver ring that encloses a golden crown on a white background Portfolio: Machetos, tradition, nobility, order, patriotism Worshipped in: Known World (Thyatis) Appearance: an extremely beautiful woman with light elven traits, with wispy fiery red hair that comes down to her shoulders, an aquiline and aristocratic nose, dressed in a long, white cotton tunic, a mail cuirass and a white tabard on which her symbol is prominent History: Glinmir was born into an aristocratic Thyatian family in the II century AC. The father, Palykratus Machetos, was a small noble that, in order to attain merit in his assignment of judge of the utmost integrity, gained from Empress Valentia the dominion on a small fiefdom of little account on the western border of the Empire (in the area between the Dymrak Forest and the southern coast). It was here that Palykratus knew Faelasyl, young daughter of an elven clan head, and enraptured by her beauty wanted her as a wife. From that marriage the small Carnelian was born, renamed by her mother Glinmir (name that in elven means ruddy light, from the fiery hair of the baby). On the strength of her social position and her beauty, Carnelian was always extremely arrogant and regal in the conviction that by way of her noble birth, it should gain her the adoration and obedience from all those that surround and admire her. Following the death of her parents during an assault on the villa carried out by the ferocious goblins of Dymrak, Glinmir inherited the family propriety shortly after her adolescence, and administered it in an impeccable manner thanks to her education and wisdom. However she quickly understood that the situation shouldnt last for long if she didnt for her part gain the economic and military strength of a more important noble, and so she was able to arrange the marriage with Alexandros Karameikos, an influential senator and rich landowner. Carnelian profited from the fusion of the two fiefdoms that resulted in the creation of the County of Machetos, enhancing the status of both the domains and ensuring that her husband and herself gained the title of Count and Countess. After having sacrificed a good part of her youth to administer the fiefdom and having given birth to an offspring, she attended to her son until his age of maturity, after she became a widow Carnelian decided to take vows in the Church of Thyatis and entry in a military order, leaving to her adult son the handling of the county. In short time her gifts of administration and the knowledge derived from her noble education allowed her to reach the zenith of the ecclesiastical hierarchy, and once she arrived here she began to sense that she could make a further step, after starting to dream of Immortality. Her patron revealed the path to her, and after entering a long and arduous pilgrimage, she finally succeeded to ascend into the Sphere of Time during

the IV century AC after having assured the prosperity of the fiefdom of Machetos and having helped her descendant to keep strengthening the reins in the times ahead. Carnelian presently is worshipped only within the Duchy of Machetos as holy protector of its inhabitants and rulers. She wasnt impressed by the decision of Stefan Karameikos III to abandon his native fiefdom by moving to nearby Traladara, and has asked her followers not to follow, continuing to watch over on her birth land and refusing to extend her cult in Karameikos. Personality: Carnelian has only realised since becoming Immortal she was never happy in her mortal life, always oppressed by her duties and by her moral obligations. She has always thought that she deserves admiration and obedience in virtue of her noble birth, but she has come to realise too late that this birth required also a conduct so rigid it precluded her attaining true happiness. Also now that she had become Immortal she feels constrained to act according to the ruler of her hierarchy, and for that reason her faith in the cause of law and order has become deprived of fervour, even if she continues to persecute it. Now Carnelian has found it her duty to react to her state and has only two ways: either find the fullness of the life left through passion, entertainment and excessiveness, or completely devoting herself to the cause of universal order without questioning the existence of others. Patron: unknown [presumed: Khoronus] Allies: none Enemies: none Alignment of followers: Neutral or Lawful; clerics must be Lawful Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: free command general skill, +2 bonus to one chosen general skill based on Wisdom or Intelligence (not free) Domains: Time, Law, Nobility Preferred weapon: light mace Source: IM3

CHARDASTES
Level, Alignment and Sphere: 16th (Celestial), NG, Time Symbol: A silver bell Portfolio: Medicine, healing, health, purification, learning and knowledge Worshipped in: Known World (Karameikos, Darokin), Ochalea, and Hollow World (Traldar lands) Appearance: A tall man with a noble posture, high cheekbones, deep black eyes, a receding chin and a snub nose, always clean shaven, wearing a long white linen robe of Nithian taste and holding a small silver bell in his left hand. History: LIKELY THEORY: Chardastes was the Nithian prince who led the Traldar clan outside the Nithian borders in BC 1500, settling then in the verdant southern lands and establishing the Traldar colony. A great scholar and well versed in the healing arts known among the Nithians, he was literally fascinated by the secrets of the human body and the vital essence that flowed through it. Therefore he considered life the most sacred thing and worked to create various places of wisdom where he trained clerics and surgeons so that his folk could count on wise men to cure their bodies and purify their souls in times of affliction. By doing so he unwittingly stepped on the Path of the Dynast attracting the

Patron of Medicine and Healing

attention of Khoronus, and when he later discovered an artefact to travel in time, he understood that he could have become one with the Immortals. After helping his descendants in three different timeframes, he finally earned immortality in BC 1360. After the gnoll invasion in BC 1000, the Traldars were cast in an unprecedented dark age where only the legends on the epic deeds of Halav, Petra and Zirchev maintained a sense of unity among the Traldars. For this reason the memories of Chardastes and the medical knowledge that had been passed generation upon generation among the Traldar surgeons were gradually lost by the later Traladarans. Only around AC700 Chardastes chose to appear to a peasant woman praying for healing in Marinelev, and he healed her wholly, proclaiming that the Traladarans were on the wrong path and should have prayed to him to get salvation. From that moment his cult bloomed once again and it was later added to the cult of the Church of Karameikos when the Thyatians conquered Traladara in AC 900. Personality: Chardastes is scrupulous, patient and completely obsessed by protecting life, which he holds as the greatest mystery of universe. For this reason he hates death and destruction with passion, and the outmost form of aberration to his eyes (and those of his followers) is obviously undeath. He teaches his followers to protect life at all costs and to respect the natural life-cycle, and encourages them to study the secrets of the human body and soul to better understand their nature and cure them. Patron: Unknown [likely: Khoronus] Allies: Koryis, Chiron Enemies: Thanatos, Nyx, Orcus, Demogorgon, Leptar Classic D&D Stats: Followers' Alignment: Lawful or Neutral; clerics must be Lawful Favoured weapons: None (allowed all bludgeoning weapons and the knife/scalpel) Cleric's skills & powers: Lay on Hands, +10% bonuses in creating potions of healing (heal wounds, diseases, etc.) Spells: life breath (1st), thaumaturgical circle (3rd), major shield (4th), and hyper-regeneration (6th). Chardastes's clerics cannot cast the reverse form of healing and resurrection spells. D&D 3E Stats: Domains: Time, Good, Healing, Knowledge Preferred weapon: Light mace Source: B1-9, WotI

CHIRON
(Turlock) Patron of Centaurs, Patron of Healers, Master of Arts, Guardian of Sylvan races
Level, Alignment, Sphere: 6th (Initiate), NG, Matter Symbol: profile of a white centaur on a green background Portfolio: centaurs, sylvan races, arts, healing, knowledge, wisdom Worshipped in: Davania (Meghala Kimata), Isle of Dawn (Redstone), Known World (Alfheim, Ethengar, Wendar), Midlands Appearance: a centaur (a being with the upper part of a humans body and the lower part of a horses body) of silver skin, with a calm and wise facial expression, a long grey head of hair and an uncultivated beard that covers his cheeks, chin and neck, that left showing his large thorax and

muscular arms and carries with him only a leather bag (in which there is supposed to be salves, potions and parchment) and a long staff. History: in life Chiron was a wise centaur respected by all the sylvan races. Chiron had the gift of Immortality, possibly a divine heritage granted by Ixion, the father of the centaur race, that according to the mythology was born of the union of Ixion (the sun) with Nephele (a being of the air), and thanks to his longevity he lived to hand on to his children his knowledge and invented poetry, music, medicine and accumulated great knowledge in his library. One day however he assisted in a violent fight between a centaur and a human, and trying to placate it by some means, received a arrow imbued with mortal venom. Unable to die, he began to suffer mostly by the venom that devoured his flesh, and prayed to the Immortals for aid. There was at that moment among the celestial spheres an Immortal of Matter who was slowly dying, and it was thus that Chiron gave his own life essence to save that Immortal, and at the same time finally died. Later on, the same Immortal revived Chiron as a sign of gratitude for his extreme sacrifice, and he undertook the way of Immortality that before he was precluded because of his nature, succeeding finally to become an Immortal in the Sphere of Matter in the XI century BC. Personality: Chiron is extremely benign and wise, always humane and quick to aid the needy and to disseminate knowledge. He is the patron of centaurs and sylvan races, of healers and of the teachers, of artists and all those that pursue wisdom and peace. Patron: unknown [presumed: Faunus] Allies: Djaea, Chardastes, Ixion, Ilsundal, Zirchev Enemies: Thanatos, humanoid Immortals Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: free healing general skill D&D 3E stats: Domains: Matter, Good, Healing, Arts Preferred weapon: half spear Source: PC1, WotI

CLBARD

Patron of Renardy, Patron of Progress and Order

Level, Alignment, Sphere: 2nd (Initiate), LN, Thought Symbol: a white lily Portfolio: lupin, Renardy, order, patriotism, loyalty, fidelity, progress, nobility, family Worshipped in: Savage Coast (Dunwick, Renardy) Appearance: a lupin of Renardois race of noble and distinguished air, with grey fur speckled with black perfectly brushed and clean, a sharp muzzle, eyes that shine with intelligence and wit, dressed in luxurious regal clothes of pure silk, high boots of black leather, a crown on his head, a breastplate with the emblem of the white lily and a rapier to the flank. History: PROBABLE THEORY: during his mortal life, Clbard of Clairvault was an astute lupin in the service of Sire Claude dAmbreville. After the presumed death of his lord and the disappearance of Chteau dAmbreville in 896 AC, Clbard left Glantri, seeing that he disagreed with the laws of

Glantrian succession that excluded Claude from taking his title. In the long odyssey together with his entire clan of lupin he arrived finally in Renardy, following the clues about the existence of a land populated wholly by lupin, and arrived here in 899 AC, while the kingdom of Renardy fought its toughest battle. Assaulted by a horde of ferocious goblinoids, the Renardois having already lost their sovereign in battle and the southern part of their country when the Glantrian lupins arrived in their aid, guided by Clbard (who afterwards said in the end he had been led there by the visions of Saimpt Renard, of which he later became a fervent follower). Thanks to his own strategic ability and to the military preparation of his clan, Clbard was able to smash into the rear goblinoids and the front of the invasion therefore found itself trapped. Coordinating his own actions with those of the Renardois noble leaders, Clbard succeeded finally to check the invasion and smash all the goblinoids, even if with remarkable losses. At the end of the war he was acclaimed by the population and managed to marry the daughter of the preceding sovereign, guaranteeing to the nation a new dynasty strong in power and added his symbol, the Fleur de Lis to the ancient heraldic coat of arms of the royals of Renardy (the golden fox). Furthermore, based on strict accords during the war, many of his followers were married to members of the local nobility (so guaranteeing a closer control of the nobles), while his brother Richard claimed the western land to the border with Bellayne and founded there the Barony of Marmandie, where he settled the clan of Clairvault. When Clbard ascended to the throne, Renardy was still a kingdom of under developed provinces, but thanks to the progressive push of Clbard the nation became a true enlightened state, with a series of laws and codes that the sovereign assisted the unification of the ancient lupin traditions with the lawful principles that Clbard had learnt from Sire Claude. After having governed for over twenty years, introduced among the others the Renardois (derived from the Averoignese) as the language of the middle and nobles classes (fact that contributed to change the name of the country from Renardy to Renardie) and had built numerous castles to fortify the northern borders, Clbard abdicated in favour of his first born Gaston in 928 AC and afterwards left the palace following the prophetic visions of his Immortal, decided to achieve Immortality. Thanks to the sponsorship of Saimpt Renard (Korotiku) attained therefore the status of Saimpt (deified saints in the Renardois pantheon, according to the same reform brought forward by Clbard) in 954 AC. Personality: Clbard is a basis for comparison for the faithful, and symbolises the modern lupin civilization, faithful to the laws and lover of order and peace. Saimpt Clbard preaches the respect of traditions and constituted order, fidelity to family and institutions, patriotism and the spirit of sacrifice. For her pacifist and modernist position he is not in accord with Saimpt Loup. Patron: Korotiku Allies: Saimpt Renard (Korotiku), Saimpt Mtin Enemies: Saimpt Loup Classic D&D Stats: Alignment of followers: Neutral or Lawful Favoured weapon: rapier (allowed all bludgeoning weapons) Clerics skills and powers: +2 bonus to general skills etiquette and knowledge of codes and laws (not free) Paladins skills and powers: free command general skill

D&D 3E stats: Domains: Thought, Law, Nobility, Family Preferred weapon: rapier Source: SCS

COCHERE
Level, Alignment, Sphere: 12th (Temporal), CG, Thought Symbol: the silhouette of a roosters head Portfolio: gyerian, faenare, survival, liberty, family, song and music Worshipped in: Arm of the Immortals, Known World (Broken Lands), Serraine, Skothar (Jen), Midlands Appearance: a gyerian or a faenare (based on the disciples to which she manifests) of gigantic dimensions with white plumage, golden crest, bronze bill and claws. History: PROBABLE THEORY: Cochere was one of the first gyerians (a race of humanoid birds) living on Mystara during the Blackmoorian age. Cochere was the first to acquire a flicker of intelligence among the members of her race, and succeeded to guide her tribe towards the more fertile pastures, defending them from predators and assuring the continuation of the species. After epic adventures in the continent of Skothar to search for an artefact of Thought that also allowed her kind to develop superior intelligence, Cochere saved numerous gyerian during the events of the Great Rain of Fire making them migrate to Brun. In the tremendous winter that followed, for allowing the survival of her people realized the Egg of Wonder, a magic item able to create from nothing anything its owner wishes, after he has accurately brooded it for a whole year. With this invention Cochere was noticed by Korotiku, who guided her to complete the path of the Epic Hero in 2920 BC. From the moment of her ascension, Cochere has always kept vigil over the gyerians and protected their existence, favouring their migration across the continents and forming the gyerian culture based on nomadism, in a way of allowing her kind to more easily escape the predators and of procuring here the more abundant resources. The gyerians today survive in the plains of central Brun and Skothar thanks to her intercession. Later, Cochere was also responsible for the creation of the faenare race, born from her desire of bringing to the gyerian those improvements that instead her descendents didnt acquire. It was so that make the faenare more graceful and harmonic, and especially the creation of wings able to fly, permitting them to seek refuge from the predators on the highest summits (making their survival easier in respect to that of the gyerians and favoured the creation of a very sedentary society). Cochere has never revealed her name to the faenare (and for this is worshipped as the Nameless Mother), and the address towards a chick of life about to the solidarity among broods and to the love for harmony and music. Personality: Cochere is a shy Immortal in how benevolent she is in the struggles of her protges, haughty and extremely unpredictable, and perfectly embodies all the characteristics of the modern gyerians and faenare. She has no allies, also because few are interested in the species under her care, and because of her marginal role in the history of the Multiverse and of the low profile kept by her breed, she doesnt even have any stable enemies. Patron: unknown [presumed: Korotiku] Allies: none Enemies: none Classic D&D Stats: Alignment of followers: any

(Nameless Mother) Patroness of Gyerian and Faenare

COBERHAM SHADOWGLINT
Patron of Hins, Protector of the Five Shires, First Master
Level, Alignment, Sphere: 10th (Temporal), N, Energy Symbol: A black flame Portfolio: Halflings, magic, blackflame, mysteries, knowledge Worshipped in: Known World (Five Shires, Minrothad), Norwold and wherever a Crucible of Blackflame is present Appearance: A middle sized hin clad all in black, with an aura of blackflames flickering around him constantly which obfuscates his features; the only unmistakable feature of his visage is his silver-sparkling eyes and his magnetic gaze. History: LIKELY THEORY: In life he was probably the first Hin Keeper who discovered the secret of Blackflame under the Black Peaks Mountains, creating the first Crucible and harnessing the magical powers of Blackflame in the VIII century BC. Thanks to the Blackflame powers, the hin resistance finally got the edge over the humanoids, and led by the brave and charismatic Gunzuth (Brindorhin) the hins finally earned their freedom in BC 610 at the end of the Time of Heroes. Later Coberham taught the mysteries of Blackflame to a small cadre of loyal followers creating the first Hin Keepers and he became the most powerful mage of the whole area. He then proceeded to create a unique magical network all around the Shires to protect them by exploiting the Crucibles of Blackflame. This way he finally succeeded in his quest on the Path of Paragon and reached immortality in the Sphere of Energy in the VI century BC. Personality: Coberham is as wise as he is silent. He loves to ponder the deep issues of the Multiverse and to study all unique and innovative forms of magic. He never stopped to examine the Blackflame and learn about its origins and powers, inviting all his followers to handle these mysteries with care and secrecy. He's a loyal friend of Brindorhin, who shared with him the epic deeds of the Time of Heroes, and finds Nob Nar and Raven the perfect embodiment of the typical merry and easygoing hin. He's got a deep respect for Ixion and Noumena, although he cannot really count them among his allies. His only enemies are the immortal patrons of orcs and goblins. Patron: Unknown [likely: Ixion] Allies: Brindorhin, Nob Nar, Raven Enemies: Karaash, Yagrai, Wogar Classic D&D stats: Followers' Alignment: Any Favoured Weapon: None (allowed all small and medium sized weapons) Clerics' skills & powers: +1 Intelligence bonus. Some clerics belong to the caste of the Keeper of Blackflame (a special priest subclass detailed in Tome of Mystaran Magic). Paladins' skills & powers: Coberham's paladins are the Hin Masters (see GAZ8) Spells: ceremony (1st), cornucopia (3rd). D&D 3E stats: Domains: Energy, Magic, Knowledge, Fire Preferred weapon: Siangham Source: GAZ8

Favoured weapon: natural weapons (only allowed one handed piercing weapons) Clerics skills and powers: free singing and survival (plains or mountains) general skills. D&D 3E stats: Domains: Thought, Chaos, Good, Family Preferred weapon: dagger Source: IM3, PC2

Preferred weapon: trident Source: PC3, OHP, WotI

CRETIA
Patron of Jokes, Lord of Trouble and Chaos, Patron of War, The Troublestarter
Level, Alignment, Sphere: 16th (Celestial), CN, Thought Symbol: a grinning face Portfolio: chaos, jokes and dirty tricks, stealth, survival through battle, war Worshipped in: Known World (Ethengar, Glantri, Vestland) Appearance: a human with sallow skin, always intent to get about and to smile, with darting black eyes and often exaggerated and farcical movement, he is much attached to his clothes made up from a patchwork of many styles, materials and colours, and a rapier at his belt. History: during his mortal life, Cretia was an astute fighter and an able cheat among the ancestors of the Ethengarians during the age of Blackmoor. Following the Great Rain of Fire, the people of Cretia were forced to endure many losses and great were his hardships and the privations suffered. Despite that, Cretia considered the cataclysm a positive fact, since it had swept away the Blackmoorian culture, which was becoming corrupt and positively indolent since it was based on a rigid system of laws. A society too rooted in order became stagnant and avoid the final consequence that would be its destruction, while his people were able to survive thanks to their adaptability and versatility to the situations and to climate. Cretia helped his own people to overcome the difficulty of that dark period and succeeded to become Immortal with the consent of Korotiku around 2850 BC. Personality: Now Cretia is totally dedicated to the philosophy of Chaos, which for him represents the only way for avoiding the corruption and the stasis generated by Order. Concentrating in a particular way his attention on the Ethengarians, creating every now and then problems and place obstacles on their road for spurring them to adapt to the diversity and to remain active and prosperous. He is worshipped by the Ethengarians as the bringer of Chaos and jokes, and is further the patron of war intended as an instrument of last change. Today he is trying to expand his philosophy into the lands of the North, where he clashed with the absolute order imposed by the will of Vanya and Forsetta. Patron: Korotiku Allies: Eiryndul, Korotiku, Ixion, Terra, Raven Enemies: Forsetta, Vanya Classic D&D Stats: Alignment of followers: Neutral and Chaotic; clerics must be Chaotic Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: thief ability move silently as thief of equal level, free lie general skill D&D 3E stats: Domains: Thought, Chaos, Deceit, War Preferred weapon: short sword Source: GAZ12, WotI, X3

CRAKKAK SHARP TOOTH


Level, Alignment, Sphere: 10th (Temporal), CN, Matter Symbol: a white shark Portfolio: sharks, shark-kin, predators, hunting, strength, ferocity Worshipped in: Savage Coast (Orcs Head Peninsula), Pearl Islands, Hollow World (Atlass Ocean), Undersea, Thanegioth and all tropical seas Appearance: an enormous white shark of over 6 metres long, with long, dagger-like teeth and the red eyed look of an assassin. The second form is that of a shark-kin (humanoid with a sharks head with two protruding black eyes) about two metres high, with light grey coloured scales, elastic and always wet skin, the mouth open because of the large eight rows of teeth that prevented it closing, a powerful musculature and a trident held in the right fist, with an eternally hungry expression. History: during his mortal existence, Crakkak was a shark-kin fighter famous for his strength and brutality, as well as for his obsession in dolphin hunting. Crakkak killed a thousand dolphins in a day and thus made such an impression that the sharks rushed to join with the shark-kin, and from that day the two races were as one. Becoming Immortal in the Sphere of Matter following his epic deeds around the IV century AC, he is now the patron of the shark-kin and marine predators (animal and humanoid) in general. Personality: Crakkak is an individual dominated by instinct and anger, an unmerciful and anarchic being that recognises strength as the only instrument for determining power and importance, and who prefers the company of sharks to that of the other sentient races. Because of his brutality and his teachings he is a heated rival of Malafor, patron of the dolphins, and of Sharpcrest, patron of the kna. Patron: unknown [presumed: Gorrziok] Allies: none Enemies: Malafor, Sharpcrest Classic D&D Stats: Alignment of followers: Neutral or Chaotic; clerics must be Chaotic Favoured weapon: trident (only allowed all types of dagger, short spear and natural weapons) Clerics skills and powers: power of transforming into a mako shark once per day (acquires the physical statistics of the mako, keeps his own mental characteristics, THAC0 and ST, cannot carry any items or use his own special powers), free animal empathy skill Avengers skills and powers: total protection from sharks (no shark will attack an avenger of Crakkak unless it is attacked first) D&D 3E stats: Domains: Matter, Chaos, Strength, Hunting

Patron of Sharks and Sharkkin, Protector of Predators

DANEL TIGERSTRIPES
Patron of the Clan of the Tiger
Level, Alignment, Sphere: 14th (Celestial), NE, Entropy Symbol: the eyes of a cat

Portfolio: clan of the tiger, suffering, pain, revenge Worshipped in: Known World (Atruaghin Clans) Appearance: a slim human but with an obvious musculature, a quick speed and graceful movements like those of a panther, slit eyes like those of a cat (vertical pupils and gold-streaked irises) and his body covered by long healed scars similar to the stripes of a tiger, wearing a simple, short, sleeveless tunic and a short sword at his belt. History: born during the period of the domination of the red orcs over the tribes of Atruaghin, the parents of Danel fought with all their strength against the oppressors but finally were captured and killed. The young Danel at only four years was placed under a horrible torture, that left on his body numerous scars similar to the stripes of a tiger. Years after Danel was one with Atruaghin in the insurrection against the humanoid oppressors, and for his bravery and loyalty in battle became the leader of the Clan of the Tiger. And from then that Atruaghin remained to watch over his followers, also Danel ruled with justice and firmness over his people, smouldering however in his heart a profound hate for the humanoids. One bad day some followers of Atzanteotl contacted Danel and they succeeded in gaining his thanks. Who, with time, convinced him that it was all the fault of Atruaghin that the land of the tribes had been invaded by the humanoids, since if he hadnt abandoned them the humanoids certainly they would not have had escape against a united nation. Danel began to blame Atruaghin for the death of his parents and his scars, and ends therefore with the conspiracy against the other tribes and for unleashing the war against them. Nothing was worth the extreme intervention of Hattani, warned by Atruaghin: Danel, first humiliated in a public challenge, he was revenged of the rival tribal head prepared an ambush and personally killed him after two days of fighting body to body. At the end, his exploits earned him the rise into the Sphere of Entropy in 770 BC, and now serves Atzanteotl with fervour. Personality: The hate and the rancour that Atzanteotl has made grow within him have erased any scruples or sense of compassion that before sheltered in Danel, and now is becoming a cruel and sadistic Immortal, who doesnt lose any occasion of inducing pain to the mortals for revenge for the fate that he has endured. Patron: Atzanteotl Allies: Atzanteotl Enemies: Atruaghin, Hattani, Ahmanni, Mahmatti Classic D&D Stats: Alignment of followers: Neutral and Chaotic; clerics must be Chaotic Favoured weapon: short sword (only allowed bolas, javelin, short spear, whip and blowpipe) Clerics skills and powers: thief ability hide in shadows as a thief of equal level free, +2 bonus to general skill toxicology (not free) D&D 3E stats: Domains: Entropy, Evil, Vengeance, Pain Preferred weapon: short sword Source: GAZ14, WotI

(Angrboda, Goron, Gullveig, The Bane of Souls, The Dark Lady, The Lizard King) Patron of Necromancy, Patroness of Corruption and Diseases, Patroness of Witchery

DEMOGORGON

(Note: Demogorgon has two personalities, male and female, that co-exist in the same soul and body) Level, Alignment, Sphere: 30th (Eternal), CE, Entropy Symbol: A black pentacle on red field Portfolio: Necromancy, witchery, diseases, corruption, destruction, lizardkin and reptiles Worshipped in: Savage Coast (Ator), Davania (Addakia, Jungle Coast, Izonda, Meghales Amosses), Hollow World (Malpheggi), Known World (Cynidicea, Darokin, Northern Reaches), Norwold Appearance: A 18 feet high creature with two monkey's heads atop a pair of wiry necks, two long tentacles instead of arms, with scaly torso and legs, a long forked tail and a brown spinal crest. History: LIKELY THEORY: Demogorgon's background is shrouded in mystery like that of the most ancient immortals. Some says she's a force of nature like Thanatos and Hel, the embodiment of evil of the sphere of Entropy. Other rumours say she was a reptile being (maybe a carnifex) that reached immortality under Thanatos's sponsorship after corrupting her own race, cursing all her kin to extinction or exile out of Mystara before the coming of the human race. What is known for sure is that she's been around way before the Great Rain of Fire, that she's got a liking in necromancy and witchery and all the reptile races, and that she's got a double soul and double aspect: as female she's patroness of corruption, deceit and witchery; as male, he's patron of necromancy and destruction. During the IV century AC, Demogorgon devised a plot to spread the Entropic influence over the eastern part of Darokin, but thanks to the timely intervention of a bold group of servants of Valerias, Ixion and Maat her plot was thwarted. In the end, her Temple of Evil was assaulted and she got trapped there in her mortal ID along with her followers by powerful magics cast by good priests and artefacts. Nowadays after 700 years she's still trapped in that temple which lies in the southern area of the Orclands, and she waits there to be freed by some of her followers or some other unwary adventurer looking for the secret treasures of her temple. Personality: Despite her detention, she has always been able to grant her followers their power thanks to some immortal artefacts, and constantly sends her wail for help to her priests. They know they must find her to get the most important reward, but so far nobody has ever succeeded because of the powerful immortal spells that conceal her prison to scrying and divination attempts. Demogorgon not only opposes the immortals of Law and Good, but she's in open competition with Orcus and Alphaks for the crown of Absolute Lord of Destruction. She considers her rivals too brutish and savage, devoid of the necessary malice and cunning useful to corrupt the mortal souls and bring the annihilation of the living beings to its completion. In her opinion, Alphaks and Orcus concentrate too much on the physical aspect of destruction, while she wants to break the mortals' soul too to do a perfect job. Patron: Unknown [likely: Thanatos] Allies: Sometimes collaborates with Thanatos and Nyx Enemies: Ixion, Valerias, Maat, Ka, Diamond, Orcus, Alphaks Classic D&D Stats: Followers' alignment: Chaotic Favoured weapons: Flail and whip (allowed all bludgeoning weapons)

Clerics' skills & powers: Clerics can inflict a non-mortal disease with touch once a week; power to control undead as Liege with HD equal to double cleric's level (max 40 HD); bonus +2 to general skills Necromancy and Demonology (not free) Avengers' skills & powers: Power to control undead as Liege with HD equal to avenger's level (max 20 HD); bonus +2 to any one of the following general skills: Necromancy or Demonology (not free) D&D 3E stats: Domains: Entropy, Chaos, Evil, Death, Corruption Preferred weapon: Heavy flail Source: Immortal set, WotI, SCS

DIAMOND
(Sun Spirit) Lord of all Lawful Dragons, The Sun Dragon
Level, Alignment, Sphere: 16th (Celestial), LN, Matter Symbol: A crown that resembles a snake swallowing its tail, with a huge diamond set on the snake's head Portfolio: Lawful dragons, order, wisdom, justice, tolerance Worshipped in: Norwold, Wallara Tribelands and all Lawful draconic communities of Mystara Appearance: A huge dragon with noble posture and commanding gaze, covered by scales that look like multifaceted diamonds that shine more brightly when exposed to light, giving his body a stark white colour and preventing anyone to stare directly at him without being blinded for more than a few seconds. History: Diamond was born the child of a gold dragon and an eldar (ancient forefathers of the dragons, now extinct) and he was confined to a human shape by his parents in order to protect and save him from those same renegade dragons that eventually killed his family. Under the identity of Thelvyn Foxeyes, oblivious to his own heritage, he grew among the Flaems as a simple peasant, and in the last decades of the V century AC he became involved in the war against the renegade dragons that threatened his homeland. After a long quest that carried him throughout the continent of Brun, he retrieved a fabled Blackmoorian artefact (the Dragonlord Suit) in the lost outpost of Dragonwatch, and this allowed him to become the second Dragonlord of Mystara. Thanks to his new powers, he was able to defeat the renegade dragons and later he prevented an all-out war between Alphatia and the Norwold dragons, that could have wrought havoc across all the Known World. Finally, after travelling to the Great One's homeplane, he discovered the truth about his origins and turned into his original shape, that of a gold dragon, becoming a King among the Mystaran dragons of Wyrmsteeth. When a few years after a powerful entity organised an all-out invasion of gemstone dragons to conquer Mystara, Thelvyn led an army of dragons against the invaders and repelled them, killing their Overlord. After this last epic deed, the Great One acknowledged to raise him among the immortals, and in AC 500 he became Diamond, the current Sun Dragon, patron of Lawful dragons and of wise and benevolent mortals. Around AC 1001, Diamond was challenged and defeated by the new Master of Dracology, Prince Jaggar von Drachenfels. Prince Jaggar, however, decided to spare Diamond's life, abstaining from the chance to gain immortality, but thus gaining an ally for life.

Personality: Diamond is patient and has a great deal of goodwill, always ready to mediate and talk, but only when he finds somebody who is willing to talk. If otherwise he finds that somebody is lying or cheating on him, his wrath comes as unexpected as lethal. He is deeply irritated by those who lie, cheat or deceive the benevolent people and his punishment is always swift and merciless (and he teaches the same to his followers). He is a loyal ally of the Great Dragon and Ka and likes Terra's companionship, since she has always shown her admiration towards the draconic race. On the other hand, he despises Pearl and secretly oversees her actions. Note: The draconic immortals (Sun, Moon and Star Dragon and the Great One) are replaced by other candidates when the previous ones die, so that position in the draconic pantheon is never vacant (otherwise the universal balance could be altered). Patron: The Great One Allies: The Great One, Ka, Terra Enemies: Pearl Classic D&D Stats: Followers Alignment: Lawful Favoured weapon: Natural weapons (allowed all bludgeoning weapons and whichever type of dagger) Clerics skills and powers: +2 bonus to all attempts to turn undead (in order to determine if the attempt succeeds, and to see how many HD are influenced), bonus draconic language, +2 bonus to the general skill Dracology (not free) Paladins skills and powers: +1 bonus to the natural AC D&D3E stats: Domains: Matter, Law, Good, Dragons, Justice Preferred weapon: Natural weapons (bite or claws) Source: WotI, Master and Immortal set, OHP

DIULANNA

(Arduinna) Patroness of Will and Courage, Patroness of Hunting

Level, Alignment, Sphere: 18th (Celestial), NG, Thought Symbol: a spear stuck in a rock Portfolio: courage, force of will, perseverance, hunting, liberty Worshipped in: Savage Coast (Robrenn), Davania (Thyatian Hinterlands, Pelatan), Known World (Thyatis) Appearance: a young woman with a serious expression, nearly severe , with clear skin and long fiery red hair, dressed in a short hide tunic, a loincloth, a pair of ankle boots of leather and a hair band made from a lions pelt, and in her hand a short stone-tipped spear (a typical Thratian look). History: Diulanna was born around the XIX century BC in the Davania continent from a Neathar tribe that, mixed with the Antalians deportees in this region by the Nithians in 1000 BC, who later gave origin to the Thratians (the actual inhabitants of the Thyatian Hinterlands on the northern coast of Davania). Diulanna was always a rebellious spirit, given of an uncommon strength and will, was engaged to resist the rigid traditions of her people until becoming an independent character, refused to submit to the men and finally gain respect for her own values. Korotiku admired her determination and her ability of rebelling against the schemes, and he favoured her ascension among the Immortals of Thought around the XVIII century BC, after epic deeds against the lizardmen that lived in the north of Davania, who were exterminated or forced to flee to the west (going to end in the Amalur Lowlands) and to the

south (here the survivors became with time the sisthik of the Meghales Amosses desert). Afterwards, Diulanna inspired her descendents to her veneration, and around 1000 BC a group of priestesses devoted to her led an expedition from Brasol towards the western part of Davania, where they settled and founded the Matriarchy of Pelatan, a nation dominated by Amazons and priestesses of Diulanna and of the other female Immortals. It was then Diulanna to sponsor the rise to Immortality of the intrepid Karaash, surprised by his indomitable will and great combative ability, and afterwards extended her support also to the Thratian and Robrennian cultures. Personality: Diulanna is the patroness of will, courage, freedom of action and thought, especially among the minorities, persisting in particular against the oppressive machismo of which Rathanos makes himself the bearer. Diulanna is a wild and free spirit, and asks great determination and sacrifice of her followers for not ever formerly submitting to the injustices and to the will of the despots. Diulanna also greatly loves the hunt, of which she is the ritualistic patroness for various cultures. Her most faithful allies are Tarastia and Patura, to her are closely tied as they admire her determination and since have in common the hatred against Rathanos, and his mentor Korotiku, while despising Rathanos and every Immortal that threatens the cultures she protects. Patron: Korotiku Allies: Korotiku, Tarastia, Patura Enemies: Rathanos and any Immortal that threatens the cultures she protects Classic D&D Stats: Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: short spear (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to individual Initiative, +1 bonus to ST vs. mental spells, free resistance general skill Paladins skills and powers: paladins are completely immune to the effects of fear and despair, and have a +1 bonus to ST vs. mental spells. D&D 3E stats: Domains: Thought, Good, Courage, Will, Hunting Preferred weapon: half spear Source: DotE, WotI, HW, SCS

DJAEA
(Erda, Mother Nature) Shield of Worlds, Patroness of Natural Balance
Level, Alignment, Sphere: 34th (Hierarch), TN, Matter Symbol: A big white stone with a serpent coiled around it Portfolio: Respecting nature and life, balancing the ecosystem, survival of the worlds and of the living races, druidism Worshipped in: All around the world (especially Brun, Davania and Skothar where druidic orders are well established), Hollow World, even on other planets in the Prime Plane and on some outer planes Appearance: A charming lady with dark complexion that is still in her primer, with a long white tunic of ancient style History: Born among the Neathar tribes who lived on the fringes of the Blackmoor Empire, Djaea soon became well versed in the arcane arts and refused to follow the alluring way of the Blackmoorian technology. Djaea kept herself and her protgs at wide berth from Blackmoor's shadow, not liking

the way it was changing and corrupting the world, and this attitude never changed during her whole life. She was way ahead in her path of the Polymath when Blackmoor blew itself up in the Great Rain of Fire. She managed to survive, but she was deeply shaken by the devastation that she witnessed in the world around her. After saving numerous tribes from an untimely extinction, she became immortal around BC 2930, and from that moment on she swore she would have done all to protect nature and the living races from utter destruction. She began then to teach some enlightened souls the Way of Nature, and they learnt how to respect the natural balance between the forces of the universe, to protect nature in all its aspects as the cradle of life. This way she introduced druidism on Mystara for the first time, and her worship grew tremendously with each passing century, bringing her on the top level of the immortal hierarchy. Personality: Djaea (or Mother Nature, as many calls her) is not linked to a particular element, but preaches the respect of all the forces present in nature. She tries hard to get all the informations she can gather on the nature of the Multiverse to understand it better, and encourages her followers to do the same on a smaller scale. Djaea doesn't like to act instinctively and always try to recollect her mind before taking action. She's terribly worried of all the negative repercussions that a hasted decision could bring to the environment, and for this reason she's always trying to suggest a path that will involve the less possible danger for living species and worlds. This is why is often accused of being slow and meditative. She greatly respects Khoronus and the two have become a pair (Father Time and Mother Nature). She also cooperates often with Terra, sharing her love for the living species. She's a fierce enemy of any immortal who tries to bring destruction or to alter the universal balance. Patron: Terra Allies: Khoronus (her mate), Terra Enemies: Thanatos and all immortals of destruction Classic D&D Stats: Followers' Alignment: Neutral Favoured weapons: None (allowed all natural weapons of druids) Clerics' skills & powers: +1 bonus to Wisdom, bonus nature lore general skill. Clerics of Djaea are druids. D&D 3E stats: Domains: Matter, Protection, Earth, Plants, Animals Preferred weapon: Light mace Source: WotI, Immortal set

EIRYNDUL

(Eyris, Shaibuth, the Adventurer) Patron of Cleverness, Patron of Shiye-Lawr, Patron of Adventure

Level, Alignment, Sphere: 20th (Empyreal), CG, Energy Symbol: A row of white teeth smiling on black background Portfolio: Sylvan creatures, elves, illusion, deceit, cleverness, tricks, amusement, curiosity, adventure Worshipped in: Alphatia, Immortal's Arm (Aeryl), Savage Coast (Eusdria, Herath), Hule & City-states, Isle of Dawn (Redstone), Midlands Appearance: A tall elf with long silver hair and a very smart outlook, clad with royal robes and wearing a golden crown engraved with frolicking sylvan beings.

History: Eiryndul was a skilful strategist and a talented elf wizard during the reign of Ilsundal in the Sylvan Realm (21001800 BC). Ousted because of his swift tongue and boisterous attitude, and especially because of his constant pranks let alone of his insufficient martial skills, he ended up befriending the sylvan creatures that lived in the forest. He eventually left the elven settlements and chose to live among the dryads and centaurs, furthering his magical studies while waiting for the opportunity to get a revenge on the elves that humiliated and exiled him. When he discovered a way to become immortal, he quickly undertook the Path of the Paragon under protection of Rathanos. However, during his trials he abandoned all his bad feelings and purposes of vengeance against his people and he became more thoughtful and merry, even if he still disliked Ilsundal's boring philosophy. As part of his path towards immortality, he convinced a small fraction of his former clanmates (the youngest and most adventuresome elves) to follow him on a mysterious trek towards a new heaven he had discovered, where they could have been free from the shortsighted restrictions of Ilsundal's lot. Thanks to his magics he transported them to Darkwood and they settled on the shores of Lake Tros, where he had already built a small village. Here he modified the surrounding area by opening breaches into reality and by imbuing the forest with the magic of Illusion, thus transforming Darkwood into a unique place. He later bested the most powerful spellcasters of the region, who threatened his pupils and his dreamland. He did everything he was asked by Rathanos to complete his path and was finally able to become immortal around BC 1200 after crafting a powerful artefact that he left on the bottom of Lake Tros as a relic for the new clan he had established, the Daendur. He later appeared to all the other elven communities of Brun which lived in the Savage Coast and the Immortal's Arm, recruiting new worshippers also among the mysterious aranea of Herath (true masters of Illusion and Deceit) and thus increasing his power. When Mealiden Starwatcher (Ilsundal's protg) led the majority of the Sylvan Realm's elves eastward using the Rainbow Bridge, Eiryndul saw a great opportunity to lure his former clan, the Shiye, away from Ilsundal's influence. With clever words he convinced the Shiye leaders to abandon Mealiden during the crossing and he guided them beyond Brun's eastern coasts, making them settle in the central forests of the Alphatian continent, where in BC 800 they founded the Kingdom of Shiye-Lawr. These elves, influenced by Eiryndul's teachings, became more mysterious, independent, sly and dangerous than those of Alfheim. Personality: Eiryndul likes to taunt the other Immortals with pranks and tricks carefully planned to embarrass them without hurting them, and he indulges in these jokes targeting especially Mealiden and Ilsundal. He is also famous for his romantic escapades both with mortals and immortals, and for this same reason he has a heated rivalry against Valerias, guilty of refusing more than once his advances and ridiculing him in front of the other immortals. To avenge himself she sponsored Kythria, a young immortal so similar to Valerias in many ways and a former cleric of the goddess of love, whom the goddess had repudiated out of jealousy. He is also in competition with Harrow, a young immortal of the Nightmare Dimension who hindered his plans too many times and is now threatening his authority on the Daendur elves. Harrow is also an ally of Loki in Hule, and Eiryndul considers this the worst of his sins, since

Loki represents the negative face of Eiryndul: an immortal who uses cleverness and deceit to bring destruction. Patron: Rathanos Allies: Faunus, Korotiku, Zirchev, Kythria Enemies: Loki, Harrow, Valerias Classic D&D Stats: Followers Alignment: Any; clerics must not be Lawful Favoured weapon: Short sword (allowed all Small sized weapons and blowgun) Clerics skills and powers: Find secret and hidden doors (13 on d6); thieves' skill Find Traps as thief of same level; one bonus general skill to choose between Trapbuilding, Acting and Deceiving D&D 3E Stats: Domains: Energy, Chaos, Good, Deceit, Illusion Preferred weapon: Short sword Source: DotE, HW, WotI, SCS, OHP

ETERNAL GENERAL

Level, Alignment, Sphere: 7th (Temporal), LN, Matter Symbol: a charging black knight with a levelled lance Portfolio: war, battle, discipline, loyalty, victory, pragmatism, soldiers and mercenaries Worshipped in: Alphatia, Bellissaria, Esterhold, Ochalea, Patera (Myoshima), Skothar (Jen, Thonia) Appearance: a fighter in translucent full plate armour, with the visor raised that shows a semi transparent face marked by numerous scars, with his skin (or fur) dry and lined, a bandage over the left eye and a spark of unstoppable fury in the other. Appearing usually in the saddle of a heavy warhorse (or a wartiger) of dirty black fur, and marked by battle, with a broadsword attached to his saddle and a lance in hand. History: during his mortal life, The Eternal General practically lived on the battlefield from when he lost his parents because of the war. The circumstances therefore made him more pragmatic and opportunistic since his adolescence, forcing him to join a company of mercenaries for survival. From that moment the young Guthbrand (the mortal name of the General, a human of the Kingdom of Thonia in northern Skothar) became an expert in the arts of war, serving as a mercenary in the armies of numerous nations in various parts of Mystara during the VII century BC, and with the passing of time he also discovered that this was the life he enjoyed the most. Attaining a certain fame and experience after years of service to the Alphatian crown in the war of conquest of Thyatis, Guthbrand swore fealty to a lawful church for pure opportunism: having always faithfully serving any other master, but his status of paladin that was conferred by his service to the church brought numerous advantages and relatively few obligations. Afterwards, he also chose to continue to always fight for attempting to become Immortal was equally pragmatic, seeing that it was the only way of defeating death, an apparently unbeatable adversary that interfered with his lifestyle. Guthbrand was thus reincarnated by his patron in other warriors belonging to different races and cultures: first of all he was a Nentsunian pirate, later an able Alphatian battle mage and finally a Myoshiman rakasta cleric, cultures whose codes of honour and discipline remarkably intrigued Guthbrand, as that once he achieved Immortality (in the VI century BC) he decided to also sponsor

(Fukyuu Daishou, Heng Shang) Patron of War and Battle, Patron of Discipline

the samurai nobles of the Empire of Myoshima (where he is known as Fukyuu Daishou, the tradition in Myoshiman of his Immortal name). Personality: The Eternal General has only one principle: always being in the middle of the action. He has no interest in the motives that are behind any battle: the important thing is taking part in battle and winning. For the General the ends always justifies the means, and the only acceptable aim for a soldier is the defeat of the enemy and triumph in battle. He isnt brutal, unmerciful or cruel: he simply doesnt give any importance to the fate of those that are involved in battle, since the important thing is that they had fought, despite the victims. The Eternal General preaches to his followers the loyalty to his companions and the obedience to the commanders, but only on the basis of the fact that order and discipline are two winning weapons in the conduction of a battle, and that their union was a strength when dealing with fighting. The Eternal General is the embodiment of the perfect soldier (or samurai) who fights until the last following the orders of their superiors, without moral impediments or hesitation. His mythic figure was worshipped in a special way in the kingdom of Thonia (his homeland), Surshield and Randel (the most militaristic states of the Alphatian Empire), as well as by the rakasta of Myoshima and by the lupin sharpei. He doesnt have any stable allies or enemies of long standing: he is limited to compete with the recognised Immortal patrons of battle and war for taking the position, in particular is a rival of Vanya, Thor and Halav. Patron: unknown [presumed: Maat] Allies: none Enemies: rivalry with Vanya, Thor and Halav Classic D&D Stats: Alignment of followers: Lawful or Neutral; clerics must be Lawful Favoured weapon: bastard sword or katana (allowed all bludgeoning weapons, broadsword and cavalry lance) Clerics skills and powers: +1 bonus to Strength, +2 bonus to riding skill (not free) Paladins skills and powers: +1 bonus to Strength D&D 3E stats: Domains: Matter, Law, War, Strength Preferred weapon: bastard sword Source: IM3

young stately and captivating person or that of an old, fat drunkard. History: Faunus is an ancient Immortal, so much so that he has forgotten his origins. The only thing he remembers is of having been a goat being magically changed to be more intelligent and more useful to his creators (probably the Carnifex). With time his intelligence and conscience grew until making him a sentient and independent being, besides being extremely long-lived. So, after having spent a large part of his life eating and drinking, delights in the poetic arts and in those virtuosos, was able finally to undertake the path that conducted him to Immortality in the Sphere of Matter. His descendents are the actual satyrs (also called fauns or sileni). Personality: Faunus is an Immortal interesting only in his own welfare and the protection of woodland creatures as well as herds. He doesnt have ambitions of power or evil intensions: he is the incarnation of animal urges and the survival instinct. Faunus loves enjoying himself and satisfying any desire, and invites his followers to do likewise with free spirit, enjoying the pleasures of the flesh and harnesses music and song as means for freeing the spirit and the instincts. Faunus is a good friend of Eiryndul (who shares his wild spirit and the love for the sylvan races), of Zirchev and Chiron (protectors of the animals and inhabitants of the forest) and often finds an ally in the young Palson, lover of music and passions. Patron: Terra Allies: Eyrindul, Zirchev, Chiron, Palson Enemies: none Alignment of followers: any; clerics must be Neutral or Chaotic Favoured weapon: javelin (allowed all bludgeoning weapons) Clerics skills and powers: clerics have the permanent ability to speak with animals, and freely gain the nature lore and eating and drinking skills D&D 3E stats: Domains: Matter, Chaos, Animal, Arts Preferred weapon: club Source: HW, WotI, SCS, HWR3

FINIDEL
Patron of Brasolia, Patron of Justice
Level, Alignment, Sphere: 7th (Temporal), LN, Time Symbol: five green circles arranged in a circle on a blue background Portfolio: family, patriotism, hope, justice, Brasol Worshipped in: Davania (Brasol) Appearance: a tanned human of thirty years with a lean build and austere attitude, clean shaven, about 1.80m tall, with brown eyes and well groomed brown hair. Usually dressed in a tunic of blue linen fastened at the shoulder by a brooch with his symbol and tied at the waist with a belt to which is attached a golden mace. History: after a life spent in the service of his own Immortal in the attempt of bringing prosperity and salvation among his people, Finidel, a Brasolian cleric, chose the way of the dynasty for entering into legend. In the middle of a furious storm on the summit of Mount Grimm, Brindorhin then listened to his faithful cleric and accepted his inquiry of travelling the path of the Dynast. Finidel was therefore put to the search of the Hood of Mala, that was thought to allow time travel; the deed was arduous and nearly killed him on many

FAUNUS

(Cernuinn, Fu Han Qing, Inuus, Lupercus, Silenus) Patron of Drunkenness and Fun, Patron of Instinct and Sexuality, Keeper of the Sylvan Race

Level, Alignment, Sphere: 11th (Temporal), CN, Matter Symbol: a tankard carved from a rams horn Portfolio: sylvan races, animals, instincts, sexuality, drunkenness, revelry, hedonism, poetry and music Worshipped in: Savage Coast (Robrenn), Davania (Meghala Kimata), Hule and Hulean city-states, Isle of Dawn (Redstone), Hollow World (Milenians, Traldar), Known World (Alfheim, Thyatis), Ochalea Appearance: a classic satyr or faun (humanoid with a hairy body, with a human head and torso, a goats legs and tail and a pair of small horns on the temple) his aspect can be that of a

occasions, but Finidel persevered and had success. Afterwards he selected a region to the southeast of the Brasolian Mountains and to the south of the halflings homeland, and here started to clear it for creating a new settlement. The wooded hills were infested by green dragons, but one after the other the great reptiles were killed or forced to flee by the power of Finidel. When all the area was secure, Finidel returned to his homeland and convinced many humans and halflings to follow him with the promise of a new kingdom that looked after the most worthy, in which both humans and halflings could instead live in peace. The colonists arrived to flock/swarm and in the first years of the V century BC was founded the City of the Five Hills as capital of the new kingdom of Brasolia. Finidel was married and had three children: two female and one male. His kingdom prospered, and during the period of major anarchy three invasions by part of humanoid tribes, lizardkin and Varellyan vanguards were pushed back. A painful event was the discovery of a conspiracy to dispose him that involved several of his old adventuring companions. From the moment that the trial against them was knockdowns, Finidel reluctantly signed their death sentence for preserving his kingdom. During the eighty years of the reign of Finidel, his son had a male heir, assuring them a dynasty. From that day, Finidel became unpredictable and introverted, and often disappears for entire days without giving any explanation. After three of these disappearances his mood brightened, having made good use of the Hood of Mala for travelling in the future and helping his descendents. Abdicating then in favour of his own son, wearing his old adventuring clothes, and he headed of into the wild lands towards Mount Grimm for the last time, ascending to Immortality in 410 BC. Personality: Finidel is an individual often subject to mood swings that last several days. Normally he is friendly, charming and optimistic, a heritage of his mortal experience of governing, but when his mood changes he appears introverted, fatalistic and distrustful. Despite everything he are always tolerant towards other points of view and considers the unending to be the perfect and natural state of the Multiverse, that must therefore be preserved from the stagnating force and from those needlessly destructive. He taught his followers to protect the family unit, to administer justice with an unfaltering hand and to not ever lose the hope in the future improvement. He always remains an absolute ally of Brindorhin, who Finidel considers wise and infallible, and in the course of time has developed a bond of friendship and loyalty in the struggles of Paarkum, united by being the protectors of the Brasolians. Patron: unknown [presumed: Brindorhin] Allies: Brindorhin, Paarkum Enemies: none Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, free oratory general skill D&D 3E stats: Domains: Time, Law, Justice, Family Preferred weapon: light mace Source: IM2

FORSETTA
(Porewit) Patron of Law and Justice, Patron of Loyalty, Patron of Vestland
Level, Alignment, Sphere: 9th (Temporal), LG, Matter Symbol: A golden sceptre with four rubies set on its head Portfolio: Justice, Law, obedience and loyalty, truth, protecting Vestland Worshipped in: Known World (Northern Reaches), Norwold Appearance: A tall blonde Norse with a noble and calm attitude, wearing a white plate mail and holding a polished round shield with his left arm and a golden sceptre with four large rubies (symbol of the Law) in his right hand. History: LIKELY THEORY: During his mortal life them, Forsetta was a great Norse clan leader named Ruthin that lived in the lands of current Vestland, near the Trollheim region. For decades Ruthin fought against hordes of humanoids and giants in order to defend his people, until he came in possession of a powerful artefact of Volund, the fabled crown Sorona, which according to the myths had been forged for Frey as symbol of his power on the Northern Reaches. Thanks to Sorona's magical properties, Ruthin was able to pacify many of the warleaders, forming a tight coalition in order to resist to the pressures of the Ethengarians and the humanoids. He then gave the first written code of laws to the Northmen, which sanctioned the creation of the three classes of Norse society (Jarls, Freemen and Thralls). During a pilgrimage towards a shrine dedicated to her patroness Frigg (Terra), she appeared in his dreams and showed him the path that would have led him to become one of the Aesirs. Convinced he was the living incarnation of Forsetta, son of Balder and Nanna and god of Law and Justice, he began the path of the Polymath to join his parents in Asgard, and was reincarnated several times to recover the magical Sorona. He managed to end his quest in the XIII century BC and became therefore an immortal of Matter, known by the Norse as Forsetta. As a result of the Nithian conquest of the Northern Reaches, his cult was destroyed and his sacred artifacts were lost. Only recently Forsetta decided the times were right to recruit new followers among the Northmen. He took the mortal identity of the wise prophet Haymin and recovered the lost Sorona in the VII century AC. He then offered his advice and support to the just Jarl Gendar and gifted him with the powerful Sorona. Thanks to Haymin's help, Gendar was able to drive the Ostland overlords westwards beyond the sea, and he united the clans under his own banner. Thus he was crowned by Haymin as King Ottar the Just, first monarch of the Kingdom of Vestland. Always advised by Haymin, Ottar gave his people a new written set of laws and re-established the Ruthinian Faith (the cult of Forsetta) as the national church, taking the immortal of Law and Justice as patron of Vestland to guarantee his followers' support to his cause and avoid any challenge to the laws he had written. Through the centuries the Ruthinian Faith helped the royal family to maintain order in the nation and to keep the people under control, even if with time it lost much of its power and its primate in favour of other Norse immortals who were more popular with the Vestlanders. Currently Forsetta continues to watch over the Northern Reaches, and he is particularly interested in the Soderfjord Jarldoms, trying to bring Law and Order also in that divided land and pushing the nobles to join under

Ragnar's flag. He is also interested in expanding his cult in the Heldannic Territories (in order to halt the violent imperialism of Vanya) and in chaos ridden lands of Norwold. Personality: Forsetta is an honest and peaceable immortal, who pursues his goals of Order and Justice with near obsessive strength. He thinks that Laws and Codes of conduct are the only way to give order to the world and the only things that can bring harmony to the mortals and that can lead them to social progress. Forsetta does not approve the chaotic teachings of Cretia, and he argued a lot with him in the past, although he does not consider him a true enemy like instead Loki, Hel and Vanya. Patron: Unknown [likely: Terra] Allies: Terra, Odin, Frey and Freyja Enemies: Loki, Hel, Vanya Classic D&D Stats: Followers Alignment: Lawful or Neutral; clerics must be Lawful Favoured weapon: Mace (allowed all bludgeoning weapons) Clerics skills and powers: Clerics can freely cast Detect Alignment (see clerical spell with same name) once per day, +2 bonus to general skill Knowledge of Codes and Laws (not free) Paladins skills and powers: +1 bonus to all rolls to Hit when they fight to defend their Liege or their homeland D&D 3E Stats: Domains: Matter, Law, Good, Justice Preferred weapon: Heavy mace Source: X3, WotI

FREY

Level, Alignment, Sphere: 13th (Celestial), NG, Thought Symbol: A golden boar under a sickle crossed with a crown, or a great golden boar pulling a flying chariot Portfolio: Bravery and strategy in battle, loyalty, friendship, virility, fertility, agriculture Worshipped in: Known World (Northern Reaches, Heldann), Norwold, Isle of Dawn, Wendar, Qeodhar, Savage Coast (Eusdria), Hollow World (Antalia, Icevale, Kogolor lands, Merry Pirates Seas) Appearance: Frey is a tall blond Antalian with a charming outlook and a lithe figure (he fights more with cleverness than with raw force). He's dressed in typical northman's clothes (chain mail, longsword at his side, horned helm and a pelt cloak). Frey is always accompanied by his golden magical boar, Gullinbursti, which he rides when charging into battle, and he owns Skipbladnir, a magical ship that can be folded to become so tiny to stay in his pockets. History: Fredar and Fredara were siblings who belonged to an Antalian tribe that lived in present day Heldann. They were both expert warriors and keen tacticians, persuaded that the real warrior should fight not for conquest or vengeance, but to bring justice in the world. They embarked together on the path of the Epic hero following Odin's omens during the era that was later to be remembered as the Time of Heroes (from BC 1900 to BC 1600) among the people of Antalian blood. Their heroic deeds against giants, humanoids and other creatures in defence of the common northmen made them the

(Brian, Fredar, Jarilo) Patron of Friendship and Fertility, Odin's Tactician

subjects of legends, together with Thor, Loki, Wayland and the Korrigans. Fredar and Fredara became immortals around BC 1660, after accomplishing many epic deeds: first they helped many Antalian tribes to move from Heldland to the current Northern Reaches (where they had previously destroyed one of Hel's nefarious artefacts and chased on the mountains the marauding giants which inhabited the valleys) and to resist the incoming invasion of Loark's humanoids, pushing them into Ethengar. Later they gained possession of the lost Ygg Tree of Odin in the heart of Ostland, which was at that time controlled by an evil giant sorcerer, and subsequently gave its possession to the legitimate leader of Ostland (granting him miraculous powers in the name of Odin). While they were in Glantri to help the Korrigans prevent a terrible cataclysm, they were caught in the middle of the Glantrian Catastrophe and had to help an elven clan survive retreating under the earth. Only thanks to Frey's and Freyja's determination and powers the Icevale elves managed to reach the Hollow World safely and to settle there. As the last step in their epic path, the two siblings journeyed to the land of the Kogolors and they helped the dwarves repel their enemies, training them in the art of war and making them a stronger people. After training their future king as their disciple, they were finally granted immortality by Odin and were later remembered by the Icevale elves and by the Kogolors as two heroic patrons of their race. Personality: After his ascension, Fredar became known among the northmen as Frey, protector of the Antalian blood. He also took the Kogolor dwarves (whom he had met in his mortal life) under his protection after Kagyar dumped them in the Hollow World as well as the Icevale Elves. He is currently Odin's trusted advisor and has many followers among the northmen as patron of bravery in battle, tactics, loyalty and friendship. Given the legends on his romantic prowess, he is also known as god of virility and fertility, and his cult is often associated with the cycle of seasons and agriculture in general. Frey is particularly liked by the lower classes because he teaches to avoid fighting whenever is possible (contrary to the common warlike mentality of the northmen), and if a fight is unavoidable, it is better to use wisdom, cunning and boldness than raw force to prevail. Patron: Odin Allies: Freyja, Odin, Thor, Wayland, Korrigans Enemies: Loki, Hel Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral or Lawful Favoured weapons: Longsword (allowed all bludgeoning weapons and dagger) Clerics' skills & powers: +1 bonus to Constitution, +2 bonus to military tactics and agriculture general skills. Frey's clerics can cast druidic spells of 1st and 2nd level in addition to normal clerical spells. Paladins' skills & powers: One further slot of weapon mastery for each positive modifier in Intelligence and Wisdom. D&D 3E stats: Domains: Thought, Good, Courage, Fertility Preferred weapon: Longsword Source: GAZ7, HW, WotI, SCS

FREYJA

(Brianna, Fredara, Lada)

Patroness of Love and Beauty, Patroness of Family and Fertility, Mistress of Seidh, Keeper of Souls

Level, Alignment, Sphere: 13th (Celestial), NG, Thought Symbol: A white winged horse Portfolio: Female warriors, fertility, abundance, beauty, love, family, Seidh, valiant souls Worshipped in: Known World (Northern Reaches, Heldann), Norwold, Isle of Dawn, Wendar, Qeodhar, Savage Coast (Eusdria), Hollow World (Antalia, Icevale, Kogolor lands, Merry Pirates Seas) Appearance: Freyja is a tall blonde Antalian girl of unsurpassed beauty, with a slender but curvaceous body, clad in typical Norse clothes (chain mail, short sword and sickle at her belt, lamb cloak on her shoulders). Freyja is never seen without her beloved magical necklace, Brisingamen, an artefact crafted for her by the finest dwarven artefacts, and she loves to comb her hair in two long braids with jewels all around. History: Fredar and Freadara were siblings who belonged to an Antalian tribe that dwelt in modern day Heldann. They were both expert warriors and keen tacticians, persuaded that the real warrior should fight not for conquest or vengeance, but to bring justice in the world. They embarked together on the path of the Epic hero following Odin's omens during the era that was later to be remembered as the Time of Heroes (from BC 1900 to BC 1600) among the people of Antalian blood, when heroes like Thor, the Korrigans and Loki left their footprints on Mystara's history. Fredar and Fredara became immortals around BC 1660 after undertaking epic quests like protecting the Antalian inhabitants of the Northern Reaches from the invasion of King Loark's humanoids, destroying a powerful artefact of Hel that made life impossible in the marshes of Soderfjord, finding the lost Ygg Tree of Odin in Ostland, leading the Icevale elves in their trek underground to their new home in the Hollow World and subsequently helping the Kogolor dwarves to fight back against their enemies and hold their lands in the Hollow World. During their quests they also met the Korrigans and Wayland and struck an eternal friendship with them, carrying it on in the higher spheres. Freyja is also remembered for her liaison with the mysterious stranger named Od (likely a mortal identity of Odin) and for begetting from him two daughters, Hnossa (Treasure) and Gersimi (Jewel), whose beauty is legendary among the northmen, and that now live in Freyja's own palace, Sessrumnir. Personality: After her ascension Fredara became known among the northmen as Freyja and she also took the Icevale elves and the Kogolor dwarves (whom she had helped during her mortal life) under her protection. Freyja likes to be surrounded by beautiful things and to show her own beauty without hidden goals. She is not a manipulator, but rather she enjoys her sensuality and has a very open and passionate character. Freyja has deep feelings for her brother Frey and her patron Odin, whom she considers as her father. She's got a strong following among the northmen as patroness of warrior women, fertility, beauty, love and sexuality, and Seidh (prophecy). Patron: Odin Allies: Frey, Odin, Wayland, Korrigans Enemies: Loki, Hel Classic D&D Stats:

Followers' alignment: Any; clerics must be Neutral or Lawful Favoured weapon: Short sword (allowed all bludgeoning weapons, sickle and dagger) Clerics' skills & powers: +1 bonus to Charisma, free Persuasion general skill. Freyja's clerics can cast druidic spells of 1st and 2nd level in addition to normal clerical spells. Paladins' skills & powers: One further slot of weapon mastery for each positive modifier in Intelligence and Wisdom. D&D 3E stats: Domains: Thought, Good, Family, Fertility Preferred weapon: Short sword Source: GAZ7, HW, WotI, SCS

FUGIT

Level, Alignment, Sphere: 22nd (Empyreal), LN, Time Symbol: a serpent biting its tail (the Ouroboros, symbol of eternity and the circular nature of time) Portfolio: persevere the flow of time, memory, history, experience, knowledge, temporal paradoxes Worshipped in: Yavdlom Appearance: a man so old he appears ageless, with a bald head, a short white beard, many wrinkles that frame a face with a wise and calm aspect, but in which are two bright, attentive and inquisitive eyes, wearing a light blue long tunic that appears liquid due to the folds and the reflections that continually ripple it. Fugit is enveloped by an aura that to the eyes of the observer always make him appear divided in hundreds of images that repeat, after a few fractions of second delay, all his movements. History: PROBABLE THEORY: the origins of Fugit and the way in which he became Immortal are quite bizarre. He came from the Temporal Prime (the plane of the temporal flow that surrounds each reality), in which he lived in symbiosis together with others of his race. Because of the interference of some carnifex in the temporal flow, the members of his race were magically attracted towards portals that led to Mystara, here they were imprisoned and utilised for experiments that helped the carnifex in their attempts to achieve the total control of the space-time. Last among the survivors of this unequal fight, Fugit was able to communicate with the Immortal Simurgh and to warn him of how much had happened. Simurgh tried his best to help Fugit's people (by now reduced to a few dozen individuals), but the tragedy by now was inevitable and for the Immortals (warned by Simurgh) there just remained one final drastic solution. Understanding well that if they didnt do anything other worlds also would be in danger, Fugit accepted the proposal of the Immortals of Mystara and he was made the instrument of their revenge. In the final ceremony that should open wide to the carnifex the space-time portal making them thus Immortas and capable of unlocking the gates of the prison of the Entity of Elsewhere, Fugit became the catalyst of the power of the Immortals and the result was the failure of the ritual of the carnifex and a surge of anti-time that completely ruined all their cultures, while the few survivors were taken by the Immortals and then locked up in the Wells of Exile for ever. Following the ritual, Fugit survived and again found himself changed by the energy which he had been through, his essence became that of an Immortal. From that moment he was devoted to the Sphere of Time and he became the defender of the Temporal Plane and of the reality of the Multiverse. In the following centuries Fugit participated to the construction of the Drop of Forgetfulness in order to remove

the dangerous memory of Nithia from Mystara, to the destruction of the chronomancer rebels of Vertiloch and to operations of temporal tidiness/police more or less unknown. Personality: Fugit is the expert on the history of the Multiverse, a methodical student of the Temporal Plane and of its characteristics, and has the important order entrusted to him by the Hierarch of Time of watching the temporal paradoxes on Mystara. He is known as the Keeper of Memory and he is a sort of supervisor and hunter for the Sphere of Time, whose duty is to monitor, from his homeplane (Tempus), whoever has dealings with the temporal plane and imprison those that abuse it.. Fugit is charged with facing and eliminating antitime practises, like the excessive use of spells of longevity, abuse of artefacts of time travelling or temporal tunnels, since they oppose the natural creep of time. Fugit is obstinate and methodical, but unflinching in the defence of his ideas and of the unrelenting creep of time, an unrelenting executor who is greatly amused to study the paradoxes how to find and punish those that threaten the known temporal reality. He is also one of the principal enemies of the Hollow World, and for this is an adversary of Ka, Ixion and Korotiku (Ordana has been forgiven for a time due to the intercession of Khoronus), which he considers too true to the rules, heartless and deprived of imagination or compassion. The truth is that Fugit firmly believes in the selection of civilisation directed by time and by history, therefore if the mortals are not able to help themselves it is just that they disappear as a consequence of their errors, or for avoiding that in future other cultures and wider territories are set in danger (as happened with Nithia). However, unlike his allies Khoronus and Simurgh (much more diplomatic), the authoritative and rigid character of Fugit often drives him to demonise the behaviour of the three patrons of the Hollow World and to openly condemn them, a thing that naturally inspires their hate and serves to paint Fugit as an excited and destructive dogmatist (traits that are also often attributed to him by the mortals, seeing his connection with the unrelenting flow of time and the inevitability of death). Patron: none Allies: Khoronus, Simurgh Enemies: Ka, Ixion, Korotiku, all those that threaten the evolution of history or the temporal flow Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: scythe (allowed all bludgeoning weapons) Clerics skills and powers: extraordinary power of celerity once per day (can have two actions for 1d4 round), free sense time skill, +2 bonus to any one knowledge or history skill (not free) Domains: Time, Law, Knowledge, Oracle Preferred weapon: scythe Source: IM2

GARAL GLITTERLODE
Level, Alignment, Sphere: 12th (Temporal), CG, Matter Symbol: A facetted and sparkling crystal; or two joined cogs Portfolio: Gnomes, inventions, science, mechanics, crafts, thinkers

(Garl Glittergold) Patron of Gnomes, Patron of Invention and Crafts, Supreme Technician

Worshipped in: Serraine, Hule, Davania, Known World (Rockhome, Karameikos, Darokin), Norwold, Hollow World (Oostdok and Kogolors) Appearance: A small dwarf-like being with a long thin nose, hairy sideburns and eyebrows, unkempt hair and keen eyes, with a merry attitude, always wearing colourful but a bit dirty clothes and carrying a toolkit. History: Garal was born a dwarf of the old race and discovered the path to immortality in Sphere of Matter thanks to his incredible intelligence and creativity. He became immortal before Blackmoor obliterated itself in the cataclysm (probably around 3100 BC). Subsequently he decided to leave his own print in the world and he created a new race similar to the dwarves, that in the meantime began to dwindle because of the diseases and of the climatic changes which befell them after the Great Rain of Fire. Garal gave life to the gnomes, smaller and less strong than the dwarves but with an incredible ability to adapt to different environments and situations. He placed some colonies in the mountainous and hilly regions of the northern continent and in the Vulcanian Range and left them free to reproduce and to establish their own culture. The gnomes soon prospered and became famous for their inventions, despite the frequent clashes with the humanoids in both continents. Subsequently, Garal also became patron of the last of the first generation dwarves (Kogolors), when Kagyar transported the last of their species in the Hollow World in 1800 BC, losing interest in their fate and concentrating on the new generation of dwarves (Rockborn) he created. Garal took the Kogolors under his protection together with Frey and Freyja, and has been worshipped by them ever since. He is also worshipped by all of the gnomish subraces (sky gnomes of Serraine, earth gnomes common throughout the world, and even the reclusive fire and ice gnomes of Davania). Personality: Garal is an industrious person and is always doing something, usually performing several different tasks at the same time to avoid losing time. He is extremely precise as well as ingenious and has been blessed with a fantasy and a creative spirit not common even among immortals. He hates both Kurtulmak (responsible for destroying the gnomish realm of Falun in the Soderfjord region) and Ranivorus (which represents the result of an aberrant crossbreed between gnomes and trolls). His only friend and ally is his former patron Kagyar, whom he still regards as a master craftsman to be praised and imitated. In the past he has also cooperated with Wayland and Ilmarinen (two pioneers in the field of inventions like him) and with Frey and Freyja (to protect the Kogolors). Patron: Kagyar Allies: Kagyar Enemies: Ranivorus, Kurtulmak Classic D&D Stats Followers Alignment: Any Favoured weapon: Throwing Hammer (allowed all bludgeoning weapons) Clerics skills and powers: Free fantasy physics general skill, +2 bonus to the Fantasy Engineering and Gem cutting general skills (not free). Some clerics of Garal (exclusively gnomes) are the Caretakers of the Multifunctional Gear (the gnomish Relic - see the Tome of the Magic of Mystara). D&D 3E Stats Domains: Chaos, Matter, Good, Craftsmanship Preferred weapon: Gnomish Pike-Hammer

Source: PC2, HW, WotI

GORM
(Vali) Protector of Cynidicea, Patron of Justice, Lord of Storms
Level, Alignment, Sphere: 19th (Empyreal), LN, Energy Symbol: a blue thunderbolt Portfolio: justice, war, storms, Cynidicea Worshipped in: Isle of Dawn (Helskir), Hollow World (Traldar), Known World (Cynidicea, Northern Reaches), Norwold Appearance: a human of a stately build, with long blond hair and a bushy beard gathered in plaits, grey eyes and a look that expresses strength and demands deference, dressed in an armour of mesh modelled on his muscles, a tunic of blue cotton and a pair of greaves and sandals, with a sword at his side and a golden club in the form of forked lightning in the left hand. History: PROBABLE THEORY: in life he was an Ostlandic priest of Tyr who lived during the VI and V centuries BC. During a raid on a Nithian colony in Soderfjord he was captured together with his companions and brought in irons to the heart of the empire. After a few years spent in slavery, until the Nithian Empire ended in ruin following the curse of the Immortals, he along with other Northmen resorted to wander in the desert, until they fell to the mercy of a tribe of Alasiyan raiders. Following some years in servitude with these new lords, Gorm finally gained his freedom in 488 BC, when the raiders were defeated after having attacked a southern oasis, leaving on the field both their fallen companions and their slaves. Thanks to his clerical powers, Gorm cured his liberators and gaining their confidence was welcomed into the oasis of Cynidicea. This village had been founded a few years earlier by a group of Traldars, escaping the Kerendans of the south, who established it after having defeated the local Neanderthals who occupied it. In the course of the following years the oasis was expanded thanks to the sources of water below, and the village became a small city. Gorm gained a large following on the basis of his curative powers, his fairness and his charisma. Thanks to his experience in battle and to his magic powers, Gorm was found at the head of the Cynidiceans when they had to face an invasion of a tribe of lizardmen that lived in the vicinity. Thanks to his strategy and his powers, the enemies were driven away and the prestige of Gorm rose to such a point that he was proclaimed king of the Kingdom of Cynidicea in 482 BC, acclaimed by the people. Gorm enlarged the city of Cynidicea enclosing it with walls and replaced the wooden shacks with stone buildings obtained from the nearby mountains. Furthermore, when he found the existence of a way for becoming Immortal, using all his resources for changing the territory around the city, allowing it to became fertile thanks to an ingenious system of irrigation based on designs on ancient Nithian tablets found in the desert. After having then created an artefact that hid Cynidicea from the eyes of his enemies and being assured the supremacy over the surrounding region, ceded the throne to his son and disappeared in a stormy night in 444 BC. The son Tyrsus then erected a temple in his honour and the Cynidiceans began to honour him as the divine protector of the kingdom, patron of justice, war and storms. Subsequently he tried to warn his

people about the threat of Zargon (a semi-immortal being of a voracious appetite that suddenly appeared), but the cultists killed most of his priests and took hold of the city in 317 BC, ending with the lead up to the ruination. When indeed his artefact fell into the hands of the followers of Zargon, they destroyed it leading to the madness and the disappearance of the illusion that hid Cynidicea. The kingdom was therefore uncovered by the raiders and invaded once again, the cultivations mouldered and the aqueducts fell into ruin. When the city was stormed by a tribe of Antalian nomads in 313 BC (slaves that at the collapse of Nithia became adapted to life in the desert like the Alasiyans) the kingdom ultimately collapsed and the city was given up to the flames. The survivors found refuge in the underground and the reconstructed Cynidicea, which was then divided into areas of influence between the groups of power, remained on the scene (the followers of Gorm, Madarua, Usamigaras and Zargon). In the course of the following centuries the Cynidiceans degenerated until they descended into an almost constant state of hallucination, which has brought the Cynidicean race closer to extinction much more than any humanoid threat. Personality: Presently the sect that worships him in the buried city is in competition with those of Madarua, Usamigaras and Zargon, but Gorm considers the first two Immortals more as allies than as enemies, with the common purpose of preserving the last con Cynidiceans from extinction and the threat of Zargon. His cult (fundamentally masculine, by favouring the philosophy of Gorm) and is also present in the Lands of the North and in Norwold, where he covers the role of Vali in the Antalian pantheon, son of Odin and patron of just revenge, war and storms and a faithful ally of his patron Tyr (Ixion). Patron: unknown [presumed: Ixion] Allies: Madarua, Usamigaras, Ixion Enemies: none (hates Zargon who isnt an Immortal) Alignment of followers: any; clerics must be male and either Lawful or Neutral Favoured weapon: long sword (allowed all bludgeoning weapons and the short bow) Clerics skills and powers: +1 bonus to Strength, free fighting instinct and alertness general skills. Domains: Energy, Law, War, Storms, Justice Preferred weapon: long sword Source: B4, WotI

GORRZIOK
(Arna e Tapu) Patron of Sea and Storm Giants, Patron of Creation and Destruction, Lord of the Waves, Storms and Typhoons

Level, Alignment, Sphere: 22nd (Empyreal), N, Matter Symbol: a giant wave Portfolio: sea and storm giants, ocean, extreme natural phenomena, creation and destruction Worshipped in: Skothar (Nentsun, Tangor), Undersea, Thanegioth, Tekinuraria, Yavdlom, south seas Appearance: a giant of over four metres of height with blue skin, long and dishevelled black hair, among which are strands of algae, a drooping moustache that frames a downwards turned mouth and accompanying a perennially angry look, wearing half-plate made of shells and crystal.

History: PROBABLE THEORY: in his mortal life Gorrziok was a sea giant during the decline of the Age of Giants. Becoming famous for his magical and alchemical knowledge, and especially for his moody character, usually calm and reflective but inclined to sudden and tremendous bursts of mood and ire. It was during one of these moments that he killed by mistake with his magic powers his partner and his son. Guilt-ridden and full of remorse, he travelled for a long time helping the underwater populations to construct camps and habitations, for being at peace with his own conscience, swearing that he would never again use his strength for influencing the sea. It was however a moment in which he found himself facing the destruction brought by the devilfish, and for saving community of merrow finally gave free range to his repressed anger, bringing death to his enemies and devastation all around. Afflicted by what he had done, in the years that followed Gorrziok studied to discover the properties of pressure and water, and succeeding finally to create a shockwave with which he was able fight and exploit his great strength without resorting to his devastating magical ability. He later taught this technique to all the giants that he met, and very soon the race of sea giants had a new weapon with which to defend themselves, passed down to future generations as a gift of the Lord of the Waves. But Gorrziok was still not satisfied, since he was still not able to quench the violent instincts that stirred in his soul. After years spent examining the elements that make up the universe and his environment, he was persuaded that he could achieve the perfection and the inner peace only if he was able to balance the influence of the two dominant and opposed elements that have so affected his nature: air and water. Thanks to his magic he developed a spell for being able to survive in the surface world, and with patience began to roam the world in search of a way for also allowing his descendents to be able to live in the two elements. It was during his adventures on the surface that he was in contact with Zalaj, on his path for Immortality, and helped him in the recovery of one of his flying castles that had fallen into the hands of a group of ferocious fire giants. Appreciative for the help given and for the dangerous courses, Zalaj was dedicated to helping Gorrziok in his research, and the two hammered out a particular system for strengthening on one hand the Heavenly Realm, and on the other allowing Gorrziok to achieve his aim. It was this that initiated the first mixed marriages between cloud and sea giants, that thanks to the spell of Gorrziok began to also live on the surface, and this union produced the breed of storm giants, able to live both above and under the sea and of mastering the energies of air and water. Seeing the great results gained by Gorrziok, Ka conceded him the opportunity of becoming Immortal, and after having lived as giants of the four elements (fire, stone, cloud and sea) always successfully overcoming the challenges that Ka presented him, Gorrziok rose in the Sphere of Matter around 10,000 BC and thus became the patron of sea giants (especially of those that live in the southern) and storms, and of extreme natural phenomena. Personality: Gorrziok was finally able to attain a balance with Immortality and thanks to the trial that Ka has placed on his road, succeeding to see the existence of several points of view and becoming one with the elements. Today he understands that violent instincts and destruction are as much part of the universe as the creation and preservation of life, and that they cannot be separated. For this he has

brought as much of the creative aspects of nature as the destructive aspects, even if normally was worshipped and feared by the non giant populations because he is associated with the devastating aspect of the ocean and of the natural phenomena. For this he invited his followers to always build when they see destruction, and not hesitate to destroy when they see chaos and corruption, for continuing to maintain stability in the world. The only ally of Gorrziok is Zalaj, while he profoundly hates Saasskas, who brings destruction to the seas and the proliferation of undead. Patron: unknown [presumed: Ka] Allies: Zalaj Enemies: Saasskas Alignment of followers: followers and clerics may have any alignment Favoured weapon: natural weapons (allowed all bludgeoning weapons, spear, javelin, trident) Clerics skills and powers: Weather Control ability (see the 6th level arcane spell of the same name) once per week, free resistance skill Avengers skills and powers: +1 bonus to Strength Domains: Matter, Destruction, Protection, Sea, Storm Preferred weapon: long spear Source: PC3, WotI

GREAT ONE
(Agundji, The Rainbow Serpent, Wei Long, Zir) Lord of All Dragons, Caretaker of Dragonkin and Lizardkin races
Level, Alignment, Sphere: 26th (Eternal), N, Matter Symbol: A three headed multicoloured dragon Portfolio: All draconic and lizardkin races, creation, justice, knowledge, magic Worshipped in: Norwold, Savage Coast, Davania, Skothar, Alphatia, all draconic settlements in the Multiverse Appearance: A colossal three-headed dragon with two pairs of wings, a spiked crest running from head to tail, and shining scales that blind every mortal staring at him, preventing from telling the true colour of his skin. History: The Great One entered the Multiverse when there was but one draconic race and his scales were of a dull grey tone. Blessed with superior intelligence and wits, he outmatched his enemies for centuries and was able to hoard a great deal of valuables. Then he started wondering what was the true purpose of his life, and ended up spending his time with woodland beings and the fey races. From them he was introduced to the existence of the Immortals and he got a liking in Terra's goals, starting to worship her. After many quests, he undertook for his patroness, Terra finally revealed him the path to immortality and the Great One succeeded in the Path of the Polymath. Once ascended, he understood that there had been immortal dragons before his coming, and others will come after to challenge his position, because such was the way of the universe. From that day he became the patron of all Dragonkind and ignored the human races altogether. Personality: The Great One is calm, stern and analytical. He doesn't like to act instinctively, but instead he always takes his time to evaluate the situation and pick the best option (obviously this is not helpful when crisis build up suddenly and action must be taken swiftly to avoid worse losses). However, his wisdom and his advices are valuable to those

who can count on his friendship, while his enemies know they face one of the most lethal dangers of the Multiverse, since he can combine his immortal intelligence with his unmatched draconic strength. He has only two real enemies: the young Bemarris, draconic hunter and killer extraordinaire in his mortal life, and Demogorgon, who has lured away from his cult many lizardkin races during the past millennia. Patron: Terra Allies: Diamond, Opal, Pearl, Terra Enemies: Bemarris, Demogorgon Classic D&D Stats: Follower's alignment: Any Favoured weapon: Natural weapons (allowed all piercing weapons) Clerics' skills & powers: Once a day they can fly (as per same spell) for two hours, circle of protection from dragons (max 9 HD) useable once a day for 1 hour, +2 bonus to any general skill regarding Dragonkind D&D 3E Stats: Domains: Matter, Magic, Knowledge, Strength, Dragons Preferred weapons: Natural weapons (bite or claws) Source: WotI, SCS, Master & Immortal set

GUIDAREZZO

(Guy dAret, Brage, Guntyr) Patron of Music and Harmony, Patron of Faenare

known as Guy d'Aret in Renardie and Bellayne. In the Known World the only cult worshipping him is based in Darokin: the Church of Universal Harmony, where he is revered together with Koryis and Asterius. Personality: Guidarezzo is obsessed with harmony and universal order, and he thinks that the most sublime form of harmony can only be obtained through music, which is the purest form of art. For this reason he only gets interested in creatures and individuals with great artistic talent for music. Because of this incredible passion he often meets with Chiron, Tiresias and Alphatia (whom he's especially fond of) to entertain themselves with ballads and philosophical discussions, while he considers Palson only a frivolous hedonist who lacks the discipline needed to excel in arts. Patron: Thalia Allies: Alphatia, Koryis, Tiresias, Chiron Enemies: None (rivalry with Palson) Classic D&D Stats: Followers' Alignment: Lawful or Neutral; clerics must be Lawful Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Charisma and Dexterity, free general skill Singing D&D 3E stats: Domains: Energy, Law, Arts Preferred weapon: Light mace Source: IM1, Immortal set

Level, Alignment, Sphere: 16th (Celestial), LN, Energy Symbol: A musical note (breve) Portfolio: Arts (especially music and singing), order, harmony Worshipped in: Known World (Darokin), Savage Coast (Renardie, Bellayne, Eusdria), Skothar (Thonia), Serraine and the Sky Kingdoms, wherever Faenare can be found, various outer planes. Appearance: A good looking man in his forties with short black hair, trimmed moustache and goatee, dressing with impeccable elegance (whatever the culture he appears in, he dons an elegant dress for that civilization) and displaying natural grace in all his movements. History: LIKELY THEORY: Guidarezzo was a monk and a particularly gifted composer who lived in Blackmoor during Uther the Black's reign. He was the first to codify music according to modern canon (using the pentagram and the music keys) and he composed great operas like the Universal Canticle and the Requiem Mass. Thalia, patroness of Arts and Harmony, made him his protg and led him onto the path of immortality. After defeating many other bards and composers in musical matches, after founding the first Conservatory (a school for music arts where he trained his successors and left a whole library of musical documents) and after creating the Symphonic Organ of Celestial Harmony (or Harmonium), a huge magical instrument whose mundane copies became the organs in Blackmoor's and Thonia's richest cathedrals, he finally became immortal in BC 3930 and was worshipped as Saint Guidarezzo. His main goal became then bringing order inside the Chaotic sphere of Energy (he was responsible for the creation of the Faenare race and collaborated with Thalia in creating the Tonals), and after Thalia's mysterious disappearance, he became the universal patron of arts and especially of music and harmony. His cult later spread to the Northmen (under the identity of Brage) and the Savage Coast, where he is

HALAV

(Redhair, Svetovid, Vidar) Patron of Warfare, Patron of Weaponsmiths, Patron of Traladara, Patron of Kendach, Protector of Milenia, Bane of the Humanoids

Level, Alignment, Sphere: 17th (Celestial), LN, Thought Symbol: A sword plunged into an anvil Portfolio: Warfare, strategy, tactics, arms, weaponsmithing, strength, willpower, sacrifice, fighting humanoids Worshipped in: Known World (Karameikos, Thyatis), CityStates of the Gulf of Hule, Isle of Dawn, Hollow World (Traldar Kingdoms, Milenia, Merry Pirates Seas) Appearance: A well-muscled red-haired human warrior with a golden crown, wearing a bronze cuirass and wielding a shortsword. History: Halav was a wise and brave Traldar King beloved and respected by his subjects when the gnolls escaping from Nithia invaded the Traldar lands (current Karameikos) in BC 1000, bringing with them only death and destruction. Halav protected Lavv (his city-state) with all his strengths and cunning, and thanks to Petra's (Queen of Krakatos and later Halav's lover) and Zirchev's (a powerful archmage and druid) help he was able to rally most of the Traldar monarchs into a league that prevented the beastmen (gnolls) to wipe out the entire Traldar civilization. The gnolls' advance was stopped halfway near Lavv, and in the last desperate attempt to disband the invaders' troops, the three heroes stood against the gnollish army leading a warband made up by all the ablebodied Traldars left. In the final one-to-one battle between the Gnoll Warchief and Halav, the brave king killed the enemy after a duel that lasted one day, and then fell mortally wounded. The surviving gnolls disbanded and headed back northwards, leaving a trail of dead bodies and sacked cities in their path. The Traldar Kingdoms were finally free, but half of

the land lay in ruins and the valiant Halav was dead. After great mourning and funeral ceremonies, Petra and Zirchev secretly spirited away Halav's corpse and the Queen raised him. Swearing an oath of eternal friendship to his comrades, Halav left his homeland determined to thank the Immortals for restoring his life by carrying out a quest to destroy the beastmen wherever they hid. Halav traced the gnolls' path back to the Nithian border, and after destroying a few tribes, he headed northwards, travelling through the current Orclands and later Soderfjord, learning new fighting techniques and embarking on the Path of the Epic Hero under the sponsorship of Odin. He finally was able to complete it when he reached the Isle of Dawn, where he retrieved the fabled sword Caledfwylch, an artefact of Thought. Wielding it as the legendary hero-king foretold by the seer Dallbard, he united the people of Redstone and future Kendach and helped them to repel the Fomorians (humanoids) who had oppressed them in the last decades. He later sired Kendach, founder of the homonymous dominion, and after training him as his successor, he completed the path of the Epic Hero and ascended in the Sphere of Thought during the second half of the X century BC, where he later welcomed his friends Petra and Zirchev. He currently protects the Traladarans of Karameikos and the inhabitants of the Citystates of the Gulf of Hule (descendants of the Traldars) and has a special interest in the Traldar Kingdoms and Milenia in the Hollow World (sine Milen, founder of Milenia in Davania, was a Traldar King that fled from Brun after the gnolls' invasion and reached the southern continent). Halav is also worshipped as Redhair (Gruaigerua) by the people of Kendach, by the Northmen as Vidar (one of the Aesirs) and by the Merry Pirates as Halav. Personality: Halav is a fierce enemy of all immortal patrons of humanoids, with the exception of Karaash, whom he respects greatly for his tactical skills and honour on the battlefield. He also despises Vanya for the hatred she shows towards his protgs (the Milenians), and tries to hinder her plans whenever they threaten the Milenians or the Traldars. Patron: Odin Allies: Petra (his mate), Zirchev Enemies: Ranivorus, Atzanteotl, Yagrai, Bartziluth, Wogar, Kurtulmak, Bagni, Jammudaru, Vanya Classic D&D Stats: Followers' alignment: Any; clerics must be Lawful or Neutral Favoured weapon: Short sword (allowed all bludgeoning weapons, javelin and short spear) Clerics' skills & powers: +2 bonus to hit rolls vs. humanoids/goblinoids, +2 bonus to general skill Military Tactics (not free) Paladins' skills & powers: +2 bonus to hit rolls vs. humanoids/goblinoids D&D 3E Stats: Domains: Thought, Law, Strength, War, Nobility Preferred weapon: Short sword Source: GAZ1, HW, HWR3, WotI, SCS, DotE

HARROW
(Aravjiuk) Patron of the Diaboli, Lord of Illusion, Patron of Dreams
Level, Alignment, Sphere: 10th (Temporal), CN, Thought Symbol: A small trident enveloped by a red spiked tail

Portfolio: Diaboli, illusion, deceit, dreams and nightmares, favour the ascension of the Nightmare creatures to immortality Worshipped in: Hule, Nightmare Dimension Appearance: A 6 feet tall diabolus (red-skinned hairless humanoid with spiked tail, pointed ears, vertical eyelids, long nose, forked tongue, three-fingered hands, cloven hooves and two small horns protruding from his forehead) wearing a black robe embroidered with silver non-geometric shapes and holding a trident in his right hand. He often sports a malicious smile that makes him look mischievous and diabolical. History: LIKELY THEORY: Harrow was a diabolus in the Nightmare Dimension eight centuries ago. After much practice and study, he became a talented sorcerer and an expert illusionist. His life was completely upset when a dimensional breach opened in his tower and he got sucked in another dimension by a more powerful mage, who held him as his slave. When he recovered from the trip, he found himself bound to the will of the first Master of Illusionism, an hakomon living in the Ethengar Steppes. Exploiting Harrow's knowledge, the hakomon Sinjad Virayana was soon able to subjugate a few Ethengarian tribes to his will and to summon other creatures from the Dimension of Nightmare to do his biddings. When the hakomon finally died after a conspiracy orchestrated by other envious Khans together with Harrow's own help, Harrow was finally free and he began to wander across the World Known, looking for a way home. His adventuresome endeavours all around the world eventually attracted Korotiku's attention, who saw a great opportunity for testing if a creature that did not hail from the Multiverse could attain immortality. Therefore Harrow began his path of the Epic Hero and at the end of the V century AC he became an immortal in the sphere of Thought after accomplishing many epic deeds in the Hulean region. He afterwards succeeded in luring away from Eiryndul's worship a small group of elves living in the Dark Woods, and he sided with Loki using his new followers to help his protg Hosadus uniting the Sanctified Lands of Hule. This act obviously caused him the eternal enmity of Eiryndul (his main antagonist for the title of Lord of Illusions) as well as the reprimand of his patron Korotiku, who did not foresee nor understand Harrow's move to ally with his most hated enemy, Loki. One of the last plots he was involved was Pharamond's attempt to create new immortals by sponsoring creatures not coming from the Multiverse and hindering the immortal candidates of Mystara. Since they broke many immortal laws with their mischievous plan, they were discovered and sanctioned by the Council of Hierarchs for their crimes (see module IM3). Personality: Harrow is very interested in sponsoring other immortal candidates from the Nightmare Dimension to form a clique of immortals with common goals that could change the current policy of the Immortal Hierarchies. During the last centuries he extended his cult to several areas of Mystara, introducing himself as the patron of illusions and cleverness (with many followers in Hule under the name of Aravjuk, thanks to Bozdogan's approval of his cult), and as patron of dreams in general (since dreams and nightmares are tied to his dimension of origin). He is still an ally of Pharamond (who is still interested in exploiting the Nightmare Dimension for his own goals), and a loyal supporter of Loki's interests in Hule (whom he helps with his intrigues regarding Hule, despite Korotiku's disapproval). He has a secret liaison with young

Kythria (whom he thinks to have charmed and beguiled with his wits and cleverness) and that is part of his constant war against Eiryndul (since Kythria is his protg and lover too) to humiliate him and become the true Lord of Illusions. Korotiku has not yet understood the true motives behind some of Harrow's choices, so he oversees the immortal's actions to uncover his treacheries and prevent any damage to his sphere. Patron: Unknown [Likely: Korotiku] Allies: Pharamond, Kythria, Loki Enemies: Eiryndul, Korotiku Classic D&D Stats: Followers Alignment: Neutral or Chaotic; Clerics must be Chaotic Favoured weapon: Dagger (allowed all bludgeoning weapons) Clerics skills and powers: Bonus general skills Disguise and Deceive D&D 3E Stats: Domains: Thought, Chaos, Deceit, Illusion Preferred weapon: Dagger (any type) Source: IM3, WotI

became one with the high spirits). It was thus that Hattani set out on the path of the Polymath and finally became Immortal after having overcoming different trials in 760 BC. Personality: Hattani is similar to Atruaghin, very reflective and just, but very quick to act and more expert in the tactics of war than his patron, who he serves with unwavering faith. Now he feels more pity than anger for Danel, recalling that once he was a just and capable leader, and concentrates all his rancour against Atzanteotl. Patron: Atruaghin Allies: Atruaghin, Ahmanni Enemies: Atzanteotl Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: warhammer (allowed all bludgeoning weapons) Clerics skills and powers: free fighting instinct skill Domains: Matter, Good, War, Protection Courage Preferred weapon: warhammer Source: GAZ14, WotI

HATTANI STONECLAW
Patron of the Clan of the Bear
Level, Alignment, Sphere: 14th (Celestial), NG, Matter Symbol: a pendent that supports the claw of a bear Portfolio: clan of the bear, protecting Atruaghin and the Children of Atruaghin, courage, loyalty, battle Worshipped in: Known World (Atruaghin Clans) Appearance: a tall and imposing, cooper-skinned human with a well defined body and in perfect condition, with a wiselooking face and square features marked by war paint and long black hair gathered into a ponytail. He wears at his neck a talisman with the claws of a bear hanging from a strip of leather and always hefting a warhammer with a stone head decorated with eagle feathers, while his only other clothes are his deerskin trousers and boots. History: in life he was the head of the clan of the bear and had the honour of fighting at the side of Atruaghin during the revolt against the humanoids in 800 BC. Seeing that their ancestral lands had been pillaged and devastated by the humanoids, when Atruaghin raised the plateau Hattani led his people to the top of it, choosing to live on the most easiest defendable rocky slopes. Afterwards Atruaghin appeared to his old companion of arms and confided to him that Danel, head of the clan of the tiger, was being manipulated by Atzanteotl and risked dragging all his people into chaos. In 792 BC Hattani organised an expedition with the better warriors for visiting Danel and attempt to bring him back on to the straight and narrow, but on meeting him it was clear that by now it was too late. Afterwards Danel tried to kill them, but challenged to single combat by Hattani he accepted, and having then lost in front of his people was made to set free the group of Hattani. However a week later there were new assaults by Danel and his men, and in the battle that followed, which lasted for two uninterrupted days, Danel and Hattani faced each other again, although at the end Hattani was mortally wounded. While Danel fed the heart of the enemy to carnivorous fish in a holy ceremony to Atzanteotl, Atruaghin with him the spirit of Hattani and guided it into a new body, allowing him to begin the first of his reincarnations (even if for the people of Atruaghin this was the moment in which Hattani

HEL
(Erel, Kala, Nyt, Hiisi, Marzanna) Patroness of Reincarnation, Keeper of the Netherworld, Queen of Ice and Shadow
Level, Alignment, Sphere: 36th (Hierarch), NE, Entropy Symbol: A black stone throne carved with human skulls Portfolio: Reincarnation, corruption, death, darkness, cold, increasing entropy and evil, evil shapeshifters, shadow and cold creatures Worshipped in: Known World (Northern Reaches), Sind, Norwold, Hule, Savage Coast (Robrenn), Appearance: An extremely pale woman whose half face is featureless, while the other half is breathtakingly beautiful, clad in jet-black simple clothes History: Hel is as ancient as the eldest immortal and does not remember her past (or at least she pretends not to). Maybe she is a raw force of nature or reached immortality so long ago that she forgot her origins, or maybe her patron (whoever it was) erased her previous memories for some unknown reason. During the centuries she interfered in Mystara's history ever since its prehistory, with the only purpose of increasing disorder and evil to balance the lawful bias of the other spheres. The creation of the beastmen, her nefarious influence over the Antalians and their descendants all over the world, her patronage of the cold giants and the shadow takeover of Sind orchestrated by her evil shapeshifter followers are all steps taken to outweigh Law's influence in the universe and bring about the Ragnarok, the twilight of the Gods which will give way to a new order based on Evil and Entropy (which she embodies). Personality: Hel has plots going on all over the Multiverse and she's very feared by the mortals who know her. Together with Thanatos, she's the most powerful immortal of the Sphere of Entropy, and they compete fiercely for domination. She's fascinated by the cycle of life and death, by the juxtaposition of Good and Evil. She does not believe that death shall prevail in the end, as Thanatos hopes, but rather she believes in the cosmic order which gives Law and Chaos their place and time in the cycle of things. She knows that Law's predominance over the universe is nearing its end, and it's just a matter of time before she achieves her final goal and

brings Ragnarok to the Multiverse. After that, Entropy will rule and she'll be the sole Queen of the universe. For this reason it is of paramount importance for her reincarnating evil beings into newborn creatures, to increase the chaos factor in the cosmos and speed up things for Ragnarok. Hel is particularly obsessed with shadows and cold energies, which she feels closely resemble her own soul. Also for this reason she's got more followers in the areas where cold and darkness abound. Hel's only ally is Loki, even if their cooperation is not constant. She's Odin's sworn enemy, as well as opposing the whole pantheon of the Aesirs. She agrees with Odin's visions about the coming of the Ragnarok, but she does not intend to play along the role that Odin's prophecy assigned her (she will be killed by one of Odin's sons) and instead she's trying to eliminate most of the Aesirs before the Ragnarok comes, in order to gain the upper hand. Patron: Unknown (likely none) Allies: Sometimes Loki Enemies: Odin and the Aesirs, Thanatos Classic D&D Stats: Followers' Alignment: Chaotic or Neutral; clerics must be Chaotic Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: Clerics cannot turn undead, but instead they can control them like lieges of 3 levels higher Each time a cleric of Hel reaches a level which can be divided by 6 (6, 12, 18, 24, 30 and 36) he can choose one of the following powers (each one can be chosen only once) Resistance to energy drain the cleric can avoid losing a level with a simple ST vs. Death Ray (multiple levels drain require 1 ST per level drained) Shadow form the cleric can become a shadow once a week (as per polymorph self spell) +2 bonus to all rolls to control undead +2 bonus to ST vs. Death Ray Permanent Hide Alignment Resist Cold power (as per spell) once a day Fear power (as per spell) once a day Blight power (as per spell) twice a day Speak with the dead (as per spell) once a week Animate dead (as per spell) once a month Avengers' skills & powers: Control undead as liege of same level instead of turn undead, plus one of the powers in the above mentioned list chosen at random (roll 1d10). D&D 3E stats: Domains: Entropy, Evil, Death, Corruption, Darkness, Cold Preferred weapon: Heavy mace Source: GAZ7, HW, WotI, CoM, SCS

HIRCISMUS

(Leptar) Patron of Violence, Lord of Pain

Level, Alignment, Sphere: 13th (Celestial), CE, Entropy Symbol: a cat of nine tails Portfolio: violence, pain, torture, destruction, humanoids Worshipped in: Known World (Karameikos, Soderfjord) Appearance: an enormous muscular humanoid with his body covered by a long, shaggy pelt under which are hidden poisonous spines, his arms are disproportionably large that are dragged behind with the posture of a gorilla, his hairless face covered by always sweating, fleshy skin and by deformed features, with eyes that rotate like mad, his cheeks covered by

perennially animated dribble caused by the convulsive quivering of his constant laughing, armed with a cat-of-ninetails and without armour, seeing that his passion is fighting man to man. His only garment is a robust belt from which dangle twelve severed, groaning heads with eyes opened wide in an eternal expression of horror (one of these macabre trophies is a druji skull together with two druji eyes, that Hircismus uses for unfairly fighting his enemies). History: PROBABLE THEORY: Hircismus lived with the mortal name of Leptar in the Broken Lands during the rise to power of Queen Ubdala. No one is exactly sure which race he belonged to, but he was a humanoid so fat and violent that he frightened even the members of his own family, who wouldnt dare contradict his decisions. After having followed the great horde of Ubdala in the invasion of Rockhome, Leptar was among the thousands of humanoids that gained salvation by the route of the Sardal Pass (492 BC) and to flee southwards. Setting himself at the head of the survivors of her other goblinoid tribes, Leptar led his troops at first to raid the small human villages in eastern Darokin, and in 491 BC invaded the lands of the Traldar, ending with them also directly threatening the human community of the Volaga valley, and gained the thanks of the demon Orcus. With his numerous cruel followers, Leptar pillaged one after the other the numerous Traldar settlements in the eastern part of present day Karameikos, forcing the survivors to flee on mass and to scatter. These races, together with the invasion of other human raiders arriving from the north, brought the paltry remains of the Traldar culture to its knees, which fell into its dark age and in the following centuries was transformed into the Traladaran culture. To finish off his work he decided to perform an epic action and assaulted the city of Krakatos, the last Traldar kingdom remaining standing. After many months spent pillaging the nearby countryside for acquiring food, the humanoids finally stormed the city thanks to the intervention of the shamans of Orcus, who scattered everywhere hordes of plague-infected rats. In the confusion that followed, most Traldars and as well as humanoids lost their lives to disease (the former due to hunger, and the latter for having eaten the rotten meat). The victory then changed very soon into a catastrophic defeat, and a fever Hircismus guided those that remained of his band northwards, in search of the miraculous water that according to the Traldar legend gushed from the Fountain of Chardastes. Thanks to the help of the shamans, Hircismus discovered the sanctuary and was able to recover from the disease thanks to the curative powers of the magical water. Subsequently however, killing all the clerics who guarded it, and destroyed the temple consecrated to Chardastes and the artefact sacred to the Immortal (the Fountain of Life), hiding the fountain and completed his rise to Immortality in the Sphere of Entropy at the end of the V century BC. This exploit however, attracted on him the hostility both of Petra and of Chardastes. Afterwards his legend became a gruesome history with which frightens in turn in the cold Traladaran nights. Now his cult is secretly popular among some human fanatics and humanoids of Karameikos, who worshipped him with the ancient with which he was known (Leptar), while among the humanoid tribes of Soderfjord he manifested himself with his Immortal name, or Hircismus, and is one of the more important Immortals. Personality: Hircismus is a hairy brute without too much brains, only able of fighting and torturing his adversaries with

terrible methods. For this he is recognised as patron of torture, pain and tyranny by his followers (especially among the kobolds of Soderfjord and amongst the more brutal warriors and slavers of the Known World), and is often a bogeyman evoked by Traladaran mothers to their disobedient children. Hircismus is a ferocious adversary of Halav, Petra, Zirchev and Chardastes and most often seeks the alliance of Orcus when he needs him. Patron: unknown [presumed: Orcus] Allies: occasionally Orcus Enemies: Chardastes, Petra, Halav, Zirchev Alignment of followers: Chaotic Favoured weapon: whip and scourge (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Strength, free torture general skill Domains: Entropy, Chaos, Evil, Pain Preferred weapon: whip or scourge Source: IM3, GAZ7, WotI, B19

HYMIR
(Aegir) Patron of Sea Giants, Patron of Alchemy
Level, Alignment, Sphere: 15th (Celestial), NG, Time Symbol: a cauldron Portfolio: sea giants, water and liquids, alchemy, wisdom, revelry Worshipped in: Isle of Dawn (Helskir), Known World (Northern Reaches), Norwold (Frosthaven), seas of the north Appearance: a fat sea giant of about four metres, with bluish and partly scaled skin, long black hair and moustache, a fat belly and a ruddy nose that is testimony to his love of libations, wearing a simple blue tunic and with a friendly and outdated air. History: PROBABLE THEORY: Hymir was a sea giant that lived in the Western Sea of Dawn during the time of the Northmen heroes. Famous for being an excellent alchemist as well as a wise and good-natured individual, many aquatic creatures sought refuge or counsel with him, taking his reputation to the four corners of the sea. One day, following a squall, Hymir found among the remains of a boat the dying body of a human and with his good heart took him into his cavern and used his knowledge to nurse him. Great was the astonishment of the survivor, no less than Thor, when he noticed that he was being helped by a giant, a race that he scorned with all his heart, but after having known Hymir better, understood that he was worthy of trust and he swore eternal gratitude. Thor had immediately a way of repaying him when an army of devilfish invaded the Western Sea of Dawn and threatened to enslave the peoples. Recalled by Hymir, Thor was one with him for fighting this underwater threat, and the two heroes travelled wide and far, either by land or by sea, for saving the marine races, succeeding at last to annihilate the horde of devilfish thanks to a potion prepared by Hymir with his Smoking Cauldron made more famous however by the libations it produced for celebrating with Thor than for any other). Thor then became Immortal and Hymir then followed in the XV century BC, after having created his own kingdom among the seas of the north and being able to protect it according to the rules of the Path of the Dynast.

Personality: Hymir is a very intelligent and reflective individual, given of great respect for life and knowledge, but doesnt hesitate to throw great celebrations, being also a lover of entertainments and of libations in particular. To him it is to heart the salvation and the preservation of the sea and its inhabitants, and is passionate by the mysteries of alchemy and of the element of water in general. His only stable ally is Thor (who considers him the only trustworthy giant), while not able to collaborate with his own mentor Protius, solitary and grumpy, or with Gorrziok (other patron of sea giants), whose arrogance and mercurial nature often leaves him morose, even if non of them are actual enemies. Patron: unknown [presumed: Protius] Allies: Thor Enemies: none Alignment of followers: any; clerics must be Neutral Favoured weapon: none (allowed all piercing weapons) Clerics skills and powers: +1 bonus to Wisdom, free prepare drink skill, +2 bonus to alchemy, first aid and cooking (not free) Domains: Time, Good, Water, Sea Preferred weapon: long spear Source: Master and Immortal set

IDRAOTE
(HenHao Ten) Patron of Magic and Scholarship, Patron of Medicine
Level, Alignment, Sphere: 18th (Celestial), N, Energy Symbol: a golden belt Portfolio: magic, knowledge, medicine, alchemy, strategy Worshipped in: Known World (Thyatis), Ochalea Appearance: a typical dark-skinned Arab, with a well kept black goatee and short hair, a penetrating and extremely searching look, wearing a white turban on his head, a snug red tunic with gathered sleeves, generous white pantaloons gathered at the calf, a pair of slippers decorated with precious gems and a bejewelled jambiya (Ylari dagger) hanging from a wide golden belt that encircles his waist. History: PROBABLE THEORY: Idraote was a powerful mage who was born on Laterre (in the Dimension of Myth) during the XII century BC, in the period of religious crusade. During an experiment for summoning a creature from the infernal planes something went wrong, and instead of summoning a demon, was catapulted into a magic maelstrom that left him on Mystara, right in the peninsula of Tel Akbir of the II century BC. Finding himself again in a environment very similar to his original land, he very soon found that for gaining a position of power it was necessary to gain the assistance of the native Alasiyans, playing on their hostility to the invaders of that time, the Alphatians, that had only just conquered the lands of Thyatis and Ylaruam. With patience Idraote learnt the rituals of Alphatian magic using subterfuge and his magic, and became the head of a secret sect to which he taught the magic traditions of his world and the secrets that hed extracted from the Alphatians, created a hidden network of rebels. It was thus that when Lucinius Trenzantembium (a Thyatian mage educated by the Alphatian occupiers) designed the rebellion from Alphatia; Idraote offered his support and in the shadow his aid to face the powerful magic of the Alphatians thanks to his adepts. Following the liberation of Thyatis nevertheless, Idraote was

contacted by General Tratriokanitas, who convinced him to ally with him for gaining control of Thyatis, promising substantial donations for creating a school of Thyatian magic at his command (space that Trenzantembium was not certainly intending to offer). Idraote therefore participated in the murder of the rulers gathered to Thyatis in the year zero, supporting the first emperor of Thyatis in his climb to power and became (with the disappearance of Trenzantembium) the most powerful mage of the whole region. Thus making Idraote started the path towards Immortality, that he achieved in the Sphere of Energy in the II century AC, after having founded the University of Biazzan and the Collegium Arcanum, bringing to Thyatis his advanced scientific and magic knowledge (that established the basis of the studies of the University of Biazzan), created a belt with astonishing powers (afterwards given as a gift to the niece Armida by Idraote in one of his last visits to Laterre) and formed the fabled Valley of Wisdom, which is still today talked about in Ochalese legends. Personality: Presently Idraote is the patron of magic and battle magic in the lands of the Thyatian Empire, but is also worshipped for his immense knowledge (a legacy of his Laterran schooling) as patron of science and in a special way medicine and alchemy. He is obsessed by the possibility of revealing the mysteries of the universe and by the research of new spells for increasing the physical ability and the resistance of the mortal beings. Patron: unknown [presumed: Ixion] Allies: none Enemies: none Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: power to instantly negate any spell (of maximum level equal to the maximum level the cleric can cast) once per day, +2 bonus to the skills divine magic, arcane magic and medicine (not free) Domains: Energy, Magic, Healing, Knowledge Preferred weapon: dagger Source: Master and Immortal set

IDRIS
Patroness of Denagoth, Lady of Vengeance and Spite, Protector of Humanoids and Evil Dragons
Level, Alignment, Sphere: 15th (Celestial), NE, Entropy Symbol: A black dragon with open wings viewed from above Portfolio: Vengeance, destroying elves, intrigue, magic, domination, creating the perfect race, humanoids, dragons, naga, wyverns Worshipped in: Known World (Wendar, Heldann), Denagoth, Norwold, Sind, Davania Appearance: Idris has two manifestation forms. The first is that of a pale woman with fine elven traits, long raven hair and merciless ice-cold gaze, clad in a long black tunic with a belt made of elven skin and a ruby brooch in the shape of a dragon's head pinned on her breast. Her second form of manifestation is a crossbreed between a black dragon and a wyvern with a woman's head. History: LIKELY THEORY: Idris was born in Evergrun, one of the first elves to open her eyes to the marvels of the world. Just like the rest of her kin, she was born out of the purified souls of the species more attuned to nature, albeit primitive,

their forms reshaped by the will of Ordana. Ordana, who loved her children dearly, struck a deal with the forest spirits (faedorne), who became friends and tutors of the young elves, schooling them in the ways of Mother Forest. When they were judged wise and adult enough, Ordana gave them the One Tree (an avatar) to protect and guide them, while the forest spirits left them to their destiny. With the passing of time however, some Entropic immortals started to whisper strange ideas in the minds of these elves, and obviously some elves listened. Idris was among these. Pushed by a new view of the world, Idris soon became the leader of a faction of elves who did not recognize the authority of the Elders and the Keepers, accusing them of misunderstanding Ordana's teachings. According to these radical elves, the One Tree was not simply an artifact that made life more comfortable and safer, but the key to ascend to Ordana's enlightened state! The goddess wanted the elves to surpass their mortality and become true children of her, perfect and endless, by using her gift in a better way. Since the Keepers had not understood this, she was now speaking directly to the hearts of those who could listen truly. Strong in her belief, Idris led her followers in the Palace of the Tree to show the Keepers the true way of Mother Forest. However, when the Elders showed all their contempt for her ideas and tried to silence her, Idris went mad with rage and in a frenzied state of fury killed her own preceptor. Soon all the other zealots attacked the Keepers inspired by their leader's act and the result was a slaughter that dyed red all the roots of the One Tree. Before any other elf could hinder their plans, Idris and her followers barricaded in the Holy Chamber and Idris established a mind contact with the One Tree, asking it to make them anew, perfect and one with Ordana. When the horrified avatar refused, Idris saw this as the final stage of her trial: Ordana wanted them to destroy the tree that protected them; she wanted them to break their certainties to become like her. When Idris started to assault the One Tree with her followers, Ordana saw that her children had killed their kin, abandoned her teachings and now were about to kill her Living Prophet. Mother Forest ordered her avatar to punish the rebels by breaking the sigils which held their soul together, and this shattered their minds and bodies. The treacherous elves started to change, swollen by the chaotic power of the entropic forces that nested in their minds. Some returned to the ancient feral forms they had, while others became contorted and twisted parodies of their former selves. Idris became a winged serpent-like being with elven face. When the other elves discovered their change, they understood their crime and tried to kill them. Some of the renegades died (and their souls were gathered by Hel, who had corrupted them, to be reincarnated as Beastmen), while others fled and survived in their grotesque new form. Idris wandered around consumed by hatred and spite for a long time, until she was driven insane and died alone in the southern continent. Ordana had something different in mind for her, however. She reincarnated Idris's soul in a new elven body, stripped her of her memories and gave her a second chance to redeem or be damned forever. Idris grew up among the Hatwa elves after the Great Rain of Fire in the south-eastern region of Davania, separated by the other elves living in Grunland. Hard pressed by the colder climate, by constant earthquakes and especially by the coming of a tribe of warlike humanoids, the Nunjars, Idris

fought with all her bravery for decades to survive. However, after a century she realized that her clan had not improved their condition and she came to the conclusion that if she had not done something soon, they would have been doomed in a matter of centuries. To let her people survive she conjured the powers of Entropy and struck a deal with Hel, who once again meddled with her life. Hel revealed Idris the location where she had hidden the Altar of the Stars, a powerful artefact she had used to create the Nunjars. Again, Idris fell victim to her ego and she betrayed Ordana and her kin by favouring the unnatural fusion between elves and humanoids and creating the N'djatwa, an aberration to Mother Forest's eyes. Idris was then overcome by the memories of her past life and was transformed again into a monstrous creature. Only then did she understand that Ordana had cursed her to live forever unaware by her sins, surrounded by the love of the race she had twice betrayed, only to lose everything due to her corrupted soul and start everything over and over again. The centuries passed and in her last incarnation Idris became known as Black Wing, the tenth member of the Korrigans (a group of powerful elven adventurers living in the Wendarian forests). Because of her thirst for power, instead of preventing a great catastrophe that had been foreseen by one of her companions she actually caused it, and she found herself infected by the radiations of the Glantrian Catastrophe. After she came back to the elven lands, desperate to hide her guilt and find a cure to her state, she betrayed her companions by perverting one of the ten sacred nodes of Wendar, and during a blasphemous ceremony she found a way of curing herself and getting rid of her curse forever: she became a lich. Unfortunately this action corrupted a big area of the forest which later became known as Dark Woods of Baamor (where Baamor is the corrupted ancient elven term Baaq-Mor, which means Dark Wing). When her companions discovered her horrible deed, they chased her away from their lands and she settled north of the Mengul Mountains, in the Denagothian plateau. There she embarked on the path of Entropy under Hel's patronage to exact her vengeance over the Korrigans, patrons of the nearby Wendarian elves. She created a kingdom bent on annihilation of the elven race and was finally able to become immortal in BC 1380. Personality: Idris hates every living elf, because they remind her of the perfection she lost, and she despises Ordana, who is considered the source of her torments and troubles. For this reason she is obsessed with erasing the elven race from the universe using and protecting instead the humanoids (who somehow bear with them the heritage of her first followers) and the dragons (who she thinks are linked to true perfection because of her bestial form). She is convinced that only by creating a magical crossbreed of humanoids and dragons the mortals will attain perfection and her followers will take the right place in the world. For this reason she turned Denagoth into her private laboratory, corrupting many dragons and earning the hatred of the draconic immortals as well. She's well known as patroness of nagas and wyverns too, since she spawned them in her bestial form, and she's very much interested in those elven cultures who somehow got twisted and corrupted (like the N'djatwa). Patron: Unknown [likely: Hel] Allies: Hel Enemies: Ordana, the Korrigans, Ilsundal, Mealiden, Eiryndul, Calitha, the Great One, Diamond, Pearl, Opal

Classic D&D Stats: Followers' alignment: Any; clerics must be Chaotic Favoured weapon: Whip (allowed all bludgeoning weapons and natural weapons) Clerics' skills & powers: Mark of Idris (all wyverns and nagas will not attack the cleric unless threatened), +2 bonus to hit vs. elves, free draconic tongue Avengers' skills & powers: Mark of Idris (see above), +2 bonus to damage vs. elves D&D 3E Stats: Domains: Entropy, Evil, Corruption, Dragons, Vengeance Preferred weapon: Heavy mace Source: X11

ILIRIC

(Negyavim) Patron of Magic, Patron of Ambition

Level, Alignment, Sphere: 8th (Temporal), NE, Energy Symbol: a quarterstaff crossed with an open parchment Portfolio: magic, knowledge, greed, egoism, ambition Worshipped in: Savage Coast (Herath), Hule, Midlands Appearance: a human of about thirty with a healthy and vigorous aspect, about 1.80m tall, with hazel eyes and an apprehensive look, his upper lip adorned with a black and well-groomed goatee, jet-black hair combed backwards and pomaded, dressed in a long black tunic decorated with little reassuring silver runes and a knotty staff in hand. History: Iliric was born in the Dravish city of Bylot in the XIV century BC and after a long apprenticeship, succeeded to equal the power of his master and to take the post. His dream was to achieve absolute power and equal the Immortals, and knew that it could happen only if he was hardly engaged and he had free range. Unfortunately, with the advance of Wogars goblinoid hordes that invaded the Savage Coast in 1300 BC his peace and his magic research was put in danger, and he was forced to leave his tower, without caring to protect the lives of his companions, who indeed were exterminated by the goblinoids (thus fell the last city of the Dravish culture in the Yazak Steppes). Iliric started to head for the midlands of Brun, accumulating wealth and power in the hope of gaining the support of an Immortal and successfully achieve divine status. His first three petitions were refused because of his arrogance, but he persevered in giving his fruits, seeing that in Eiryndul he had found an interested patron. His Test consisted in finding the fabulous Carpet of Millicent, woven of extraordinary powers. This was recovered, although at the price of the life of one of the companions of Iliric, but he didnt shed a tear for his disappearance. Meditating at length on the creation of a new magic item. Finally decided to creating an item that combined the powers of many spells of identification. With it he can know immediately the alignment, history, profession, intelligence and every other characteristic of any willing creature; the item was nicknamed the Nose of Iliric. Settling then in the steppes to the northwest of present day Hule, he founded a school of magic and attracted many brilliant students; despite all his faults, Iliric was a brilliant mage. Creating then within his castle various lakes positioned as in a grid. At the centre of each is found an isle, and on each isle grew a different tree His collection including one species for each variety of tree known, some of which wouldnt have grown in a climate like that. Therefore creating the present region of Rockwater, to the west of Lake Tros, considered a

holy site that no Hulean and not even the Master has ever tried to conquer and that still today is lordship of Iliric and of his followers. At the end he joined in the eternal duels with the most powerful mages of the region, for Iliric craved Immortality more than anything else and had to conquer all of them, including annihilating many of his former students. It was thus that Iliric became Immortal in the XII century BC, and his cult has spread immediately into the surrounding area, in particular in Herath and in Hule, where he now is worshipped as the patron of magic and greed by scrupulous spellcasters. Personality: Iliric is an ambitious and determined individual, and his total lack of scruples associated with an unrestrained passion for magic and power has always made him a dangerous ally and an insidious enemy, for this prefers often acting alone and advancing his projects allying himself from time to time with those he feels most comfortable. For example, in Hule is a faithful supporter of Loki, while in Herath has chosen to align with Korotiku (noted adversary of Loki) for having access to aranea followers, and in the region of Rockwater his followers have given alternatively support to the Master or to the elven followers of Eiryndul (his ancient patron), whenever its to his advantage. Patron: unknown [presumed: Eyrindul] Allies: none stable (varies by projects) Enemies: none stable Alignment of followers: any; clerics must be Chaotic Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Intelligence, free concentration general skill Domains: Energy, Evil, Magic, Knowledge Preferred weapon: quarterstaff Source: IM2, SCS

ILMARINEN
Level, Alignment, Sphere: 15th (Celestial), NG, Matter Symbol: Ilmarinen: a windmill; Vainamoinen: a white crown; Lemminkainen: a bow with three arrows Portfolio: Inventions, magical creations, crafts, heroism, sacrifice, patriotism, war, exploration, hunting Worshipped in: Norwold (Autuusmaa) Appearance: Ilmarinen has three manifestation forms according to the hero he is representing, and is always accompanied by the legendary Automaton. as Ilmarinen: a middle-aged man with silver hair and long white moustaches. His skin is reddish as heated by fire, and he wears simple woollen clothes, with a large belt that holds many craftsmans tools. as Vainamoinen: a handsome youth with perfect white skin, green eyes and a long blond mane. His face expresses authority and courage, and he dons a shining silver armor and carries a longsword with glowing runes of power etched on its blade. as Lemminkainen: a thirty years old man with tanned skin and a white scar on his forehead, long brown hair and a bearded visage that shows bravery and fierceness. He is always clad with animal pelts and carries a longbow. History: LIKELY THEORY: Ilmarinen was a great craftsman and a skilful inventor who lived in Isanmaa (literally "Land

(Vainamoinen, Lemminkainen) Patron of Invention, Patron of Autuusmaa

of our Fathers", in eastern Borea), the homeland of the Kansajaa ("Ice People" in their tongue), around the XIX century BC. Thanks to his skill and the runic magic he mastered, he built many wonderful artifacts with amazing powers, which he gifted the monarchs of Isanmaa in order to help them rule the country and protect its inhabitants. Ilmarinen was totally disinterested in power or money: he was content with the reputation and the honours all kansajaa tributed to him , and above all with the joys of creating new marvellous objects. Kagyar noticed him because of his dedication and brilliant creative skills, and he tested him to see if he could undertake the path towards immortality. During one of his travels in search of new materials and new ideas, Ilmarinen met the beautiful Maiden di Pojaara, a woman (perhaps a fairy) famous for her exceptional beauty and irresistible charm, who stole the heart and mind of the great inventor. Ilmarinen went to live with her in Pojaara (a country near Isanmaa), forfeiting everything that had made him happy in the past just to be with her. One fateful day, a traveller knocked to Ilmarinen's door and asked him to repair his broken wagon. A few minutes after beginning the repairs, the mind of Ilmarinen awakened to the old passion, and after working for the whole day, Ilmarinen gave the stranger back his wagon, now more resistant, swifter and with greater carrying capacity. In that moment he understood how many years he had lost, and decided to return to his old lifestyle. He asked his lover to follow him in Isanmaa, but the Maiden could not follow, since if she left Pojaara she would have begun to age and would have surely died. Heartbroken, Ilmarinen departed to return in Isanmaa, which was at that time besieged by humanoid hordes coming from Urzud to the west. Ilmarinen immediately began to work in order to strengthen the Kansajaa army and its defences, teaching the secrets of the runes to his apprentices. After some months, Ilmarinen was so obsessed with the thought of the Maiden that he resorted to create a copy of the woman to keep him company, since he could not leave Isanmaa in a moment of great need. He used gold, jewels and silver to craft its body, but the result unfortunately was simply an efficient yet cold and detached golem, which resembled the Maiden only in her look. After some time Ilmarinen could not bear the sight of his automaton anymore, and gave it to the King as gift for his birthday. At this point he met again the stranger he encountered in Pojaara, who revealed to be the immortal Kagyar. He told Ilmarinen he had just complete the first part of his path, and that if he really wanted to survive all his inventions, he should have followed Kagyar's instructions and try to attain immortality. Ilmarinen agreed and was immediately reincarnated by Kagyar in his second identity: Vainamoinen, the infant heir to the throne of Isanmaa. Once grown into a charming young lad, prince Vainamoinen chose to set out in the neighbouring lands in search for glory and adventure, and fell victim of the Maiden of Pojaara's beauty as much as Ilmarinen did. Love-struck, Vainamoinen abandoned his palace and went to live with her. Believing this to be some kind of witchery that put his son's life to risk, the King sent the Automaton to face the Maiden and bring back Vainamoinen. Unfortunately the two women struggled for the prince, and only when the Automaton killed the Maiden did Vainamoinen come to his mind once again. Crushed and grieving for the loss of his love, Vainamoinen was forced to return to his homeland in sorrow. After some

years, Isanmaa had to face its darkest hour when the Great Horde of King Loark marched eastwards from Urzud and invaded it. When the King fell defending the borders of Isanmaa, Vainamoinen took on the responsibility of the destiny of his people. Desperate in front of the overwhelming power of the humanoids, he asked the Automaton for advice (with whom he had developed a strange love-hate relationship), since she had already proved capable of wise thinking in the past. The Automaton simply raised her arm and said "Take your people with you and find me"; then she left the palace and headed east. After a couple of days tormented by the bad news of the war, the Maiden of Pojaara appeared in Vainamoinen's dreams and invited him to follow the golem. Vainamoinen was thus convinced that he had to abandon his homeland forever. The king announced his disquieting decision to his people, and the majority of Kansajaa chose to follow him in his trek to avoid falling under the humanoid advance. The exodus reached northern Norwold in BC 1722, where Vainamoinen and his followers settled along the banks of the Landsplit river. Here they found the Automaton, who helped them repel an attack from a vanguard of humanoids who had been on their heels ever since their departure. Thanks to this resistance, the bulk of King Loark's Horde headed southwards, invading southern Norwold and the Antalian lands south of the Great Bay. With the humanoid threat gone, Vainamoinen founded the reign of Autuusmaa ("Land of Salvation") in BC 1720, and he died one year later in the arms of the Automaton, who took his corpse with her and disappeared in the woods. Ilmarinen's spirit was then reincarnated as Lemminkainen, the great hunter. Lemminkainen (an adventurer who belonged to the Vaeltajaa, the nomadic cousins of the Kansajaa) remained famous in the history of Autuusmaa for taming the reindeers and driving away or killing many of the monsters and humanoids that they haunted the Autuusmaan woods. But his greatest accomplishment was braving the northern tundra to reach Frosthaven, the land of the ice giants, in order to retrieve the Automaton the giants had stolen in one of their raids. With great sacrifices and bravery, Lemminkainen and his companions succeeded in finding the Automaton and taking her back to Autuusmaa, although in the end he took the golem and disappeared with her in his beloved woods. Few people know of Ilmarinen's third and last reincarnation, because the events he took part in are obscure and remain for the most part a mystery, the object of vaeltajaa folktales. In fact, after Lemminkainen's disappearance, the Automaton was stolen by the Rimal Hag, a follower of Hiisi, Queen of Ice (Hel), who hid the golem in her swampy domain. The man who was given the task to retrieve the Automaton was Kullervo, Ilmarinen's third host. His trek across the swamp was terrible, and worse were the traps and monsters he had to face. Many of Kullervo's companions fell during the quest, and when the finally faced the hag, she managed to flee to Hiisi's icy underworld before they could deal her the final blow. Kullervo and his companions followed and only after a great deal of heroic deeds and sacrifice Kullervo (the sole survivor of his group) succeeded in killing the hag and taking the Automaton back to the world of the living. It was at this point that the legendary Ilmarinen returned to his people, and crafted his greater wonder, the Saampo, a magical mill that could mill straw and produce food or gems, and heat the surrounding lands with its power, making them

more fertile. After saving his people from the cold of Norwold, Ilmarinen disappeared for his last adventure, at the end of which he became immortal in BC 1610. Personality: Ilmarinen currently grants divine powers to all the clerics who worship each of his incarnations (Ilmarinen, Vainamoinen and Lemminkainen). His portfolio includes all the characteristics of his various lives (heroism, sacrifice, adventure, hunting, crafts, etc.), although his major interest remains invention and the construction of wonderful objects. Patron: Unknown [Likely: Kagyar] Allies: None Enemies: the immortal patrons of the humanoids, Hel Classic D&D Stats: Followers Alignment: Any Favoured weapon: Throwing hammer (allowed all bludgeoning weapons, long bow and harpoon) Clerics skills and powers: +1 to Intelligence (for clerics of Ilmarinen), to Strength (for clerics of Vainamoinen) or to Constitution (for clerics of Lemminkainen), +2 bonus to general skills: Resist cold, Hunting and one kind of Craft (not free) D&D 3E Stats: Domains: Ilmarinen always grants the domains of Matter and Good, plus a third domain which differs based on the worshipped incarnation : Ilmarinen : Craftsmanship Vainamoinen : War Lemminkainen : Hunting Preferred weapon: Throwing hammer Source: WotI, Master and Immortal set

ILSUNDAL THE WISE

(Ayodhya, Dain, Tiuz, the Guide, Laksman, Sita, Tapio) Patron of Elves

Level, Alignment, Sphere: 33rd (Hierarch), LG, Energy Symbol: Silhouette of the Tree of Life Portfolio: Protecting elves and nature, wisdom, scholarship, magic, traditions, serenity & peace Worshipped in: Known World (Alfheim, Darokin, Karameikos, Thyatis, Glantri), Sylvan Realm, Isle of Dawn, Norwold, Savage Coast (Eusdria), Immortals' Arm (Aeryl) Appearance: An elderly elf with a wise gaze, whose hair colour and garments change according to fashion of the elves he appears to (he represents them all after all). History: Ilsundal was one of the last elves born in Evergrun before the Great Rain of Fire obliterated it. After the cataclysm he moved to Grunland (present day Vulcania) with the majority of the surviving elves, but soon the Blackmoorian folly resurfaced in Grunland too. Speaking as champion of the old elven philosophy focused on nature worshipping, Ilsundal rejected the Blackmoor technology in favour of a return to magic and soon gathered the support of a broad faction of elves calling themselves the Returnists. Foreseeing the doom awaiting those who refused to abandon Blackmoor's ways, Ilsundal convinced his followers to leave Grunland before it was too late and led a great migration northwards, looking for the Promised Land where they could begin anew and forge a new covenant with the forces of nature. The Returnists left Grunland in BC 2800 and they travelled far across two continents (Davania and Brun), finally reaching the Promised

Land in a corner of north-western Brun and settling in the Sylvan Realm in BC 2100. Acclaimed the enlightened leader of the whole nation, Ilsundal discovered the secrets to immortality in his old age and embarked on the Path of the Paragon. Only after creating the Tree of Life (a sacred artefact that he left to his people as inheritance to guide them and unite them forever) and being acknowledged the most powerful wizard of his realm did Ilsundal achieve immortality in BC 1800, the oldest living elf ever. From that moment he became the worldwide patron of elves, wisdom and elven magic, and manifested him to many different elven civilizations, always preaching a return to the old peaceful ways of nature. Personality: Ilsundal is a patient and thoughtful immortal blessed with great sensitivity and wisdom. All the centuries spent as elf first and immortal afterwards only increased his quiet character and his slow and studied habits, and now he shows the most seraphic calm even in the middle of the most furious of battles. He always watches over his followers and oversees that the elves still hold to the ancient sylvan ways and don't abuse of the knowledge and the arcane arts they master. Ilsundal's most trusted friend and ally is Mealiden, the first king of Alfheim who always guards his patron, and he is also a good ally of Calitha and Ordana, who share his love for nature and the elven race. He loathes Atzanteotl and Idris, two immortals bent on destroying and corrupting the elven race, and must always watch his back to uncover the evil schemes of these Entropic immortals. Patron: Unknown [likely: Ixion] Allies: Mealiden, Calitha, Ordana, Lornasen Enemies: Atzanteotl, Idris Classic D&D Stats: Followers' alignment: Any; Clerics must be Lawful Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Wisdom, bonus skill "Danger Sense" and "Survival (woods)", +2 bonus to "Nature Lore" and "Elven Myths & Legends" skills. Some clerics of Ilsundal (only elves) belong to the caste of the Treekeepers. Paladins' skills & powers: +1 bonus to Wisdom, +2 bonus to "Survival (woods)" and "Alertness" skills Spells: ceremony (1st), halt red curse (3rd), plant door (4th, see druid spell, substitutes "animate dead"), control winds (5th, see druid spell, substitutes "programmed healing"), pass plants (5th, see druid spell, substitutes "magic resistance"), transport through plants (6th, see druid spell, substitutes "animate objects"), metal to wood (7th, see druid spell, substitutes "earthquake"), creeping doom (7th, see druid spell, substitutes "divine wrath"). D&D 3E Stats: Domains: Energy, Law, Good, Knowledge, Plant, Magic Preferred weapon: Staff Source: GAZ5, CM7, HW, WotI, DotE, SCS, OHP

INFAUST

Patron of Perfection, Master of Mind and Matter

Level, Alignment, Sphere: 12th (Temporal), LN, Matter Symbol: the vitruvian man Portfolio: perfection, completeness, unity of mind and body, universal harmony (inner and outer)

Worshipped in: communities of mystics and monks in Brun (especially Sind and Thyatis), in Hollow World (Shahjapur), on Patera and in some outer planes Appearance: a human of perfect size and physique, with pearl grey skin, grey eyes and white hair, completely nude and with a serious and focused expression. History: PROBABLE THEORY: Johannes Silberstein, known as Dottor Infaustus (for his custom of intervening in discussions and in erudite dissertations in order to destroy the thesis of others something he is always successful at), he was during his mortal life a student, alchemist, erudite and Hattian mage, who lived in the metropolitan territory of the Thyatian Empire about the II century AC. Driven by his thirst for knowledge, he devoured the most ancient books of human wisdom, learning all that he could on mundane and arcane science, on the history of the world, the planes and the divine. Soon, armed with this knowledge, he embarked on journeys that took him to the majority of the known lands, and in wild lands until now never visited by civilised eyes. His powers, always increasing, allowed him to visit many planes, meet the inhabitants, learning their secrets. However, Johannes was always a dissatisfied human: in his continued quest for absolute knowledge, he established as the final perfection were elusive and unreachable, as the human mind is unable to take in one gulp the greatest secrets of the cosmos. Johannes was also always extremely uncertain and undecided the great knowledge he brought to long reflection on whatever choice he must take on, to slowly ponder every consequence of such choices a shortage that in most occasions caused not a few problems, especially when he found himself up against choose to quickly make or to more crazy or determined adversaries. Johannes, ascertained this indomitable of the thought to sudden action, after having meditated at length, arrived to consider the dualism of the mortal world: from one side the mind, ethereal, elusive, infinite and potentially powerful in the imagination (but unable of being realised); from the other the body, crude, anchored to inexpressible needs, short-lived, finite and incapable of break off from land (but also always the only means by which his can be translated into real action). Johannes, deemed that in the solution to this dualism stays the key of perfection, he embarked on further research, that led him to always investigate more before in person the reality of the natural world, animals and of the creatures without great intellect for understanding the true nature of the body. During this quest he encountered Djaea, who, intrigued by this unusual and complicated quest of inner and outer balance (the microcosm in the macrocosm), direct him to the search of an ancient artefact, the Root of the World, which could finally be at the end of his quest. After many adventures, Johannes found the mysterious artefact, but barely had it in his hand, when he completely lost his memory and found himself reincarnated as a dog. Despite his bewilderment and sudden amnesia, the mind of Johannes has though the knowledge of found in a crude body, unable to host it. The only thing that he remembered was the mysterious artefact, which, he thought had taken his memory, therefore he had to go and retrieve it. Therefore he was put again in search of it, being forced to use every sort of mental stratagems for overcoming the difficulties enforced on him by his new undesired body. Nevertheless, he succeeded in the task and retrieved the Root of the World, only to once more lose the memory and was

reincarnated as a minotaur! Once again he went in search of the artefact and found it, and once again lost his memory and was reincarnated as a djinn. When also finally in this form he retrieved the Root of the World, returned to his original form, rejuvenated, and Djaea appeared to him in all her splendour: he had barely completed his Quest on the Path of the Polymath towards Immortality, experiencing the various levels of complementary of body and mind: the animalistic (the dog), the halfanimalistic (the minotaur), the dualism (the human) and the volatility of the body (the djinn). Today having finally understood that a mind and a body are intimately bound, their growth is contemporaneous and the perfection must contemplate the growth of one as much as the other. Strengthened by this new knowledge, Johannes is dedicated to moreover perfecting the proper union between mind and body, founding an order of mystics dedicated to the philosophy of which he himself was made spokesman, that always invokes the greater correspondence between mind and body as the key for understanding the secret of existence and perfecting himself, in order to be at one with the cosmos. When finally Djaea saw fit to return at that moment, called him to herself in the ranks of the Immortals, but Johannes (now that he felt he had attained the total harmony of his mind and body) asked her to first grant his final wish: removing his previous memory, in order that no residue of his mind could no longer undermine his complete unity of thought and action. Djaea, surprised and pleased by this thus profound dedication to the cause of Matter, consented, and Johannes became one of the few Immortals to not remember the conditions of his ascension and his mortal life (even having had one). The only thing he remembered was his academic nickname, "Infaustus", from which he derived his new Immortal name, Infaust to also signify his pain, ominous loss of that which his belief of having learnt that it is in the face of whom pursues the way of perfection. Personality: For many Infaust is determined and hasty; in realty few understand how mind and body act as one in him. In fact, Infaust doesnt think: he just acts, since the action that he accomplishes is nothing other than his will made material. Infaust has few allies, and he doesnt even have many needs, given that he also doesnt have any enemies and is generally disinterested in having followers; the only ones that honour his memory are his priests and the mystic followers of his philosophy. Patron: unknown [presumed: Djaea] Allies: none Enemies: none Classic D&D Stats: Alignment of followers: Lawful Favoured weapon: natural weapons (allowed all mystic weapons) Clerics skills and powers: clerics of Infaust pursue a philosophy of perfection that makes them similar to Mystics. For this they gain the special abilities of the Mystics (and only those) at the same level. D&D 3E Stats: Domains: Matter, Law, Knowledge, Will Preferred weapon: unarmed blow Source: IM3

(Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu, Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father Sun, Tabak, Tubak the Lawgiver, Tyr, Warruntam, Xi-Yang) Lord of Light and Energy

IXION

Level, Alignment, Sphere: 36th (Heirarch), NG, Energy Symbol: A flaming wheel Portfolio: Light, sun, fire, power, heroism, war, knowledge, banishing darkness, fighting Entropy and Evil, preserve universal balance Worshipped in: Alphatia, Bellissaria, Immortal's Arm (Eshu, Gombar), Cestia, Savage Coast (El Grande Carrascal, Dunwick, Gargoa, Narvaez, Nimmur, Wallara Tribelands, Torren), Davania (Brasol, Emerond, Izonda, Meghala Kimata, Meghales Amosses, Vulcania), Great Waste, Pearl Islands, Isle of Dawn (Redstone, Shadow Coast), Hollow World (Azcans, Jennites, Milenians, Neathars, Nithians, Oltecs, Tanagoro, Traldars), Known World (Darokin, Ethengar, Glantri, Ierendi, Northern Reaches, Sind, Thyatis,), Skothar (Jen, Minaea, Nentsun, Tangor, Thonia, Zyxl), Yazak Steppes, Yavdlom Appearance: A male whose race changes depending on those who observe him. No matter which race he belongs to, however, he has always a long mane of shining golden hair, flaming eyelids and his skin tone has a golden hue. He wears a golden silk robe and carries a flaming sword at his belt, and always moves around on a giant flying flaming wheel. History: Ixion is one of the so called "ancient immortals", since his origins are lost in the mists of time and he states he does not remember (or he does not want to reveal) how he became immortal. Ixion has helped Ka and Ordana to create the Hollow World, in the attempt to save the endangered races of Mystara (and thus earning the scorn of Fugit from the Sphere of Time, who instead thinks nobody should play with destiny), and is much active as Heirarch of Energy in whichever plot involves the safeguard and the growth of the Sphere of Energy. Personality: Ixion is the embodiment of the sun in all its glory, and he has been worshipped by mortals since the beginning of times as patron of light, life and the natural order of universe opposed to chaos and death. As Tubak the Lawgiver he is revered for his ability to rule using the wisdom of common sense rather than through iron laws. Ixion promotes knowledge as means to reach salvation: the wise men are those who leave the darkness of ignorance to gaze upon the light of knowledge (and this is another aspect of his role of "light-bearer"). He pursues the victory of the positive spheres (led by Energy) against the negative influence of Entropy. He does not like strict codes or laws, so the only rules he preaches to his faithful are not to oppose Entropy and its followers, to maintain peace with every means (also with war) and to always pay him due worship. Ixion embodies perfectly the sphere of Energy: full passion and vigor, ironic, hot-tempered and always in motion, but also contemplative, thoughtful, wise and lenient. His most trusted allies are Valerias (his eternal soul-mate, despite all the quarrels that mark their relationships), Asterius (the most clever and merciless enemy of Entropy) and Ka (who shares Ixion's goal of protecting universal balance and the Hollow World). His most hated enemies on the other hand are the most powerful and ruthless among the Entropics, that is to say Thanatos, Hel and Atzanteotl. Patron: Unknown (probably nobody) Allies: Valerias (his mate), Ka, Asterius

Enemies: Atzanteotl, Thanatos, Hel Classic D&D Stats: Followers Alignment: Clerics and follow to us can be of any alignment Favoured weapon: None (clerics can use all types of bows and crossbows, mace, warhammer, two-handed sword, scimitar, and the thrown weapons that belong to the cleric's culture) Clerics skills and powers: +1 bonus to all dices rolled to turn undead; +1 bonus hit and damage rolls against undead; clerics can freely cast the druidic spell Produce Fire twice a day. Paladins skills and powers: Lay on Hands, +2 bonus vs. Death Ray. D&D3E Stats: Domains: Energy, Good, Fire, Sun, War, Knowledge Preferred weapon: Two-handed sword Source: HW, WotI, GAZ12, HWR1, HWR2, HWR3, SCS, CoM, DotE, GAZ4, IM1, IM3, Immortal set

JAMMUDARU

(Vaprak) Patron of Ogres, Patron of Vengeance, Patron of Torture, Prince of Nightmares

Level, Alignment, Sphere: 5th (Initiate), CE, Entropy Symbol: A cauldron filled with a sickly green bubbling liquid Portfolio: Ogres and evil giants, vengeance, torture, violence, fear, destruction Worshipped in: Savage Coast (Hule), Davania (Addakia), Known World (Broken Lands, Darokin, Karameikos, Rockhome), Norwold, Skothar (Nentsun) Appearance: A huge towering ogre with a green acid substance covering his body in place of his skin, without clear facial features except for a deformed snout-like appendix. His voice is always gurgling with hatred and his body writhes with anger. History: Jammudaru was an ogre that lived on the fringes of the Great Waste during the first half of the XIII century BC. During the Great Drought and the following humanoid migration, Jammudaru raided the human settlements and massacred hundreds of Sindhis looting water and food for himself and his clan. Because of his cruel actions he brought upon himself the devastating curse of a powerful adventurer he met during one of his raids, and the curse turned him into a monstrous shambling an putrescent humanoid with no resemblance to his former self. Filled with anger and scorn, he tracked down the human who had caused his mutation and captured him together with his companions. He tortured them for hours and finally boiled them alive in a great cauldron filled with hot oil and green slime, devouring their corpses. Still fueled by a never-ending rage, he started a campaign of blind destruction and mayhem against powerful Sindhis and innocent people alike, until his evil deeds got caught by Orcus, who guided him on the path of Entropy. Jammudaru finally became immortal in XII century BC, after much slaughtering and massacres he committed in Sind, Hule and the western Known World. He is now patron of brutal vendetta (done for rage or justice), of destruction and torture, and is considered the patron of the majority of ogre communities all around the world. His cruel cult is also welcomed among the most brutish and evil hill giants.

Personality: Jammudaru embodies pure hatred and he pushes his followers to commit extraordinary acts of violence to avenge any offence made against him or them. He preaches the sanctity of torture to vent one's frustration and hatred onto others, freeing his followers from this powerful feeling before it consumes them. The nickname Prince of Nightmares comes from his maniacal lust in inflicting pain and torture on his enemies and on innocent people alike, plunging his victims into frightening nightmares which become a painful reality. Jammudaru is a loner without allies, but has a couple of real enemies. He hates Tarastia with passion, since she teaches a too strict and measured justice, while he preaches to give in to hate and resentment to feel and enjoy vengeance. He is also an enemy of Halav, who hates all humanoid species. Patron: Unknown [Likely: Orcus] Allies: None Enemies: Tarastia, Halav Classic D&D Stats: Followers Alignment: Neutral and Chaotic; Clerics must be Chaotic Favoured weapon: None (allowed all bludgeoning and Large sized weapons) Clerics skills and powers: +1 bonus to Strength, free Torture general skill. A cleric of Jammudaru earns the double XP value of an enemy if he cooks him alive in a cauldron while singing hymns to Jammudaru. Avengers skills and powers: If he cooks in a cauldron and devours his enemy (not an animal but an intelligent hostile creature), he recovers 1 hit point for each HD of the murdered creature (it takes 1 turn per HD to eat the victim) D&D 3E Stats: Domains: Entropy, Chaos, Evil, Destruction, Vengeance Preferred weapon: Great axe Source: GAZ10, HW, WotI

KA THE PROTECTOR

(Genjoo, Kaar, Kalaktatla, Father Earth) Patron of Hollow World and Living Races, Keeper of Life and Culture, The Amber Serpent

Level, Alignment, Sphere: 35th (Hierarch), LG, Matter Symbol: a amber coloured winged and feathered serpent Portfolio: protection of life, preservation of knowledge and culture, healing, prosperity, wisdom, magic, Hollow World, lizardkin, lizardmen, tortles, stone giants Worshipped in: Alphatia, Bellissaria, Arm of the Immortals (Jakar City-state), Cestia, Savage Coast (Land of the Wallara and of the Tortles, Shazak, Dunwick, Bellayne, Cimmaron), Davania (Addakia, Arypt, Jungle Coast, Izonda, Meghala Kimata, Ice Peaks), Isle of Dawn (Lost Plateau), Hollow World (Azcans, Malpheggi, Oltecs, Beastmen, Lighthouse members), Known World (Darokin, Ierendi), Norwold, Skothar (Jen, Nentsun, Tangor), Midlands (Borea) Appearance: Ka has several manifestation forms, each associated with one of his pseudonyms. Ka/Genjoo: an enormous dinosaur similar to an allosaur with amber skin. Amber Serpent: a gold dragon. Kalaktatla: a winged and feathered serpent (coatl) with amber coloured scales and feathers. Kaar: a tallish and muscular humanoid with amber skin Father Earth: an enormous amber shelled tortoise

History: during the prehistory of Mystara, Ka was a carnivorous dinosaur of about 13 metres, similar to an allosaur. Unique in his species, he was given of a superior intellectual that finally gave him the ability to reason and comprehend with analytical clarity the world in which he lived. Ka was the first being to discover the existence of magic and manipulate it, and thanks to his superior ability was able to grow up in a wild environment, becoming unbeatable, adapting himself to the changes of the surrounding environment and extended his life cycle thanks to magic. He therefore began to codify his study of the forces present in nature and of the arcane energy, and put together a series of techniques that would enable him to of exploit to the maximum his memory and intellect, becoming a living receptacle of knowledge (seeing that he never had the idea of writing down his thoughts for facilitating his studies). After a millennium of life, feeling incredibly lonely he finally set to the search of other entities that could show the same intelligence, and in this desperate quest he was noticed by Terra, who offered him the chance of taking the path of the Polymath for finally becoming Immortal. It was thanks to this series of tests that Ka, reincarnated into different forms of life, developed a strong attachment to life and a predilection for any living being, and he was able to find an inspiring side to everyone. He finally succeeding to ascend into the Sphere of Matter long before the humans evolved from the Neanderthals, and from that moment he began to explore the Multiverse, focusing his attention on the world from which he came from, Mystara. Ka started to study and observe all the living species, rejoicing whenever a new one is born or has been created by the Immortals, and intervening to protect those that instead were in risk of dying out, moving them to less dangerous and more suitable areas. It was just after the impact of an enormous meteor that Ka discovered the existence of an enormous cavity at the heart of Mystara. Indeed, exploring the crater left by the impact, Ka found some large cracks that descended down to an area surrounded by a double gravity field and by an antimagic barrier. This layer extended all around Mystara and was named by the Immortals the Worldshield. Continuing his exploration, Ka finally found himself in a cavern thousands of kilometres wide in what had to be the planets core and thus realised that Mystara had been created hollow and equipped with the Worldshield (that made it impossible to characterise even for him) by some entity that preceded the Immortals (seeing that among those present no one remembers or admits of having created it). It was at this point that Ka had the idea of exploiting the hidden cavern in the heart of Mystara as a place in which to preserve the species in danger in the outer world, too often exposed to immanent disasters because of meteorites, seismic or environmental phenomena. For preserving the species and later entire cultures he thought up and realized, with the help of Ixion and Ordana, the magnificent project of the Hollow World, forming in the hidden cavity true and proper continents in which to keep in a state of perennial preservation those cultures in risk of disappearing from the face of the planet or being drastically altered (for this project he was openly opposed especially by Fugit and Simurgh, with who he is in open conflict). Besides this project that occupies a large part of his time, Ka is also the protector of the entire lizardman race, of the stone giants (one of his attempts of creating a species that was a cross between mammal and reptile) and of the tortles (another of his creations).

Personality: Ka tries to urge his followers (to whichever race they belong) to follow the same journey of enlightenment that he travelled to attain a greater knowledge and a better comprehension of the diversity of the world. However in his soul there are still traces present of his ancient animal instincts, and when attacked or insulted he responds with unsuspected ferocity. He has numerous allies given the extent of their interests in the Multiverse, among which number Ixion, Ordana and Korotiku (who have contributed to the creation of the Hollow World, even though from different Spheres, and that have at heart the protection of the living species proper like him), Ninfangle and Bastet (the patrons of the rakasta race together with Ka, who he has helped to become Immortals), Terra (his mistress, with who he honestly competed for the position of Supreme Hierarch) and finally Utnapishtim, who ever since he was mortal has saved several populations and now acts together with Ka and Ixion for watching over their descendents (Oltecs and Jennites). Naturally Ka disdains all the Entropics dedicated to the corruption and destruction of living species, in particular those that have influence on the history of the populations that he protects, like Aztanteotl (Azcans), Thanatos (all the Hollow World), Hel (beastmen), Stodos and Demogorgon (lizardkin and carnifex). Patron: Terra Allies: Ixion, Ordana, Terra, Korotiku, Utnapishtim, Ninfangle, Bastet Enemies: Atzanteotl, Demogorgon, Hel, Thanatos, Stodos and all the Entropics that seek to destroy or corrupt the races; strong antipathy against Fugit and Simurgh Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: none (allowed all bludgeoning weapons and their own natural weapons) Clerics skills and powers: permanent infravision within 18 metres, 1 bonus to natural AC, free council skill, +2 bonus to two skills based on Intelligence (not free) Paladins skills and powers: lay on hands, 1 bonus to natural AC, free evade skill Domains: Matter, Law, Good, Knowledge, Healing, Protection Preferred weapon: heavy mace Source: HW, WotI, SCS, AC10

KAGYAR THE ARTISAN


(Belsamas, KaGar, Modsognir, NinAgar, Flasheyes, Pater, Ptahr) Patron of Dwarves, Patron of Craftsmen, Protector of Miners

Level, Alignment, Sphere: 28th (Eternal), N, Matter Symbol: hammer and chisel crossed Portfolio: dwarves, crafts, metallurgy, sculpture, knowledge, miners Worshipped in: Alphatia, Savage Coast (Bellayne, Cimmaron, Dunwick, Eusdria, Nimmur, Richland, Robrenn), Davania (Meghala Kimata), Skothar (Minaea, Thonia), Isle of Dawn (Ekto, Helskir, Trikelios), Hollow World (Brute-men, Milenians, Nithians, Traldar), Known World (Rockhome, Darokin, Karameikos, Minrothad, Thyatis, Ylaruam), Norwold Appearance: a sinewy human of average stature, with a short, black, vainly well kept chin beard, greying black hair, small hollow eyes that burn with the flame of creativity, dressed in a simple tunic of white linen, with a turban on his head (or the

drawn hood), a medallion at his neck that holds his symbol and with a hammer and a chisel at his belt. History: born among the brutemen at the dawn of human civilisation with the name of Kagar, he was an able rock artist and a sculptor. With time succeeded to acquire a sensibility and a superior knowledge of the world to that of his equals and he therefore found way to travel the Path of the Polymath under the guardianship of Ka, who allowed him entry into the Sphere of Matter at the dawn of human civilisation (around 11,000 BC). Subsequently saved from the extinction his original race, placing the remaining Neanderthals in 10,500 BC in the Hollow World created by Ka, and wanted to create a race in his image, that reflects his passion for art and craftsmanship and his aspirations. Thus he brought about the ancient dwarves, who however after the Great Rain of Fire were decimated, and the few survivors in the course of centuries began to show signs of a genetic disease that inevitably led to their extinction. After having saved a small group of these first dwarves (the Kogolor) and having cured and then placing them in the Hollow World, Kagyar renewed his work of creation and again formed the dwarven race, this time giving them major resistance both to the climate and magic (and to the magical radiation postBlackmoor), and an innate love for all subterranean places and for art expressed through durable materials (like stone, gems and metals), in the hope that they could still best resist the natural and unnatural disasters that could upset the surface if the mortals caused any new worldwide catastrophes. He brought to life therefore in 1800 BC the modern rock dwarves, that live still on the surface (Rockhome is their homeland) and in the Mystaran underground. Later his cult was extended not only among the dwarves but also among the more populous humans, like Nithians and Milenians, which acknowledge him as the patron of all craftsmen. Personality: Kagyar is the patron of craftsmen and the dwarven race, and has little interest in all the rest. He is able to grant great inspiration to any individual that demonstrates an innate talent for art and craftsmanship, but tends to become distant and disinterested by anything else, even if he is enraged when assisting in the destruction of great natural or artificial works. His only true ally is Garal, who he even considers a brother for their similarities, and he even collaborates now and then with Ka, Wayland and Polunius on ambitious projects that affect the Sphere of Matter or art in general, but hasnt formed with them a bond such as to define them friends or faithful allies. Kagyar has no particular enemies, save any Entropics sworn to destruction and to the humanoids (Orcus and Jammudaru) that have often interfered with his plans. Patron: Ka Allies: Garal Enemies: Orcus, Jammudaru Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: warhammer (also allowed throwing hammer mace, dagger, battle axe and poleaxe) Clerics skills and powers: +1 bonus to Constitution, +1 bonus to ST vs. Spells; at 9th level this power is replaced by the Mystic ability resistance; +2 bonus to one type of craft skill (not free). No cleric of Kagyar can turn undead. Any cleric of Kagyar (exclusively dwarves) belongs to the caste of the

Keepers of the Forge of Power (see the Tome of the Magic of Mystara for further details). Domains: Matter, Earth, Crafts, Metals Preferred weapon: warhammer Source: GAZ6, HW, HWR2, WotI, DotE, SCS

KALLALA of the SEVEN VEILS


(Ran) Patroness of Nixies, Patroness of Seduction and Malice
Level, Alignment, Sphere: 14th (Celestial), CN, Time Symbol: Seven veils with the colours of the rainbow forming a circle Portfolio: Nixies, seduction, malice, cleverness, femininity Worshipped in: Everywhere nixies are present (especially Undersea) Appearance: A beautiful young 3 feet tall nixie with the shapely body of a teenager, with silken azure skin, long blond hair that touch her ankles, charming blue eyes and a seducing smile that can make the heart of every male thump like crazy. She always appears naked with a small shell covering her pubic area. History: LIKEY THEORY: Kallala was the first one of her kin, she who abandoned the immortal life she enjoyed thanks to her fey heritage for the love of a mortal. Kallala was in fact a pixie who lived on the Isle of Dawn long before the Alphatians' arrival. She was still very much young when she fell desperately in love with a merrow, who every day came ashore from the depths of the Sea of Dawn to talk to her. One day, tired of sharing with him only brief moments on the land, she prayed Manwara to help her follow her beloved in the sea. Manwara answered her plea and he transformed her into the first nixie, but in exchange she gave him her immortal essence. Great was Kallala's dismay when she met her beloved on the bottom of the ocean and she discovered that he was already engaged with another merrow. When he spurned her and refused to leave his betrothed, she fled heartbroken. Soon the feeling of desperation was replaced by rage and the will for vengeance, so Kallala again embarked on a quest to reach Manwara again. Once she found herself in his presence, she demanded for her immortality back, because she had been cheated. But the Old Man of the Sea could not grant this wish. Instead, he gave her the power to win his beloved back to her against his will to exact her revenge. This way Kallala, the first Nixie, was given the power to charm every living creature who met her gaze (a special power that she transmitted to all of her daughters together with all the knowledge pertaining beauty and health caring). Kallala soon discovered to be sterile and this was another stroke for her. She desired above everything else to beget children that would never abandon and betray her like males did. She wanted children who could love her truly and made her feel wanted. So she began her longest quest that eventually brought her to create the nixie kin out of her tears, earning immortality in the Sphere of Time in the XIX century BC after assuring her daughters' wellness in the following centuries. Even today the nixies cannot sire children through sex. The only way the can beget their daughters is by weeping, for this is the curse of the nixie race: they are doomed to meet and to eventually lose their truelove, and only from this grief will their future (their daughters) be formed.

Personality: Kallala is a free-spirited, flashy and mercurial character who loves to be under the spotlights. She always keeps many admirers and would-be lovers at her side to feel important and to gain favours, but she doesn't truly feel attached to anyone. She is the patroness of malice and seduction, and she teaches her daughters to use these arts to live off the males' libido, a clear sign of the female's cleverness and supremacy. For this reason she despises Rathanos heartily, while she often finds a dear ally in Valerias and even Talitha. Patron: Manwara (Protius) Allies: None; she sometimes allies with Valerias or Talitha Enemies: Rathanos Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral or Chaotic Favoured weapon: None (allowed all kinds of knife/dagger and spear) Clerics' skills & powers: +2 bonus to Charisma, +2 bonus to any one skill among the following: Seduction, Persuasion, Deceit D&D3E stats: Domains: Time, Chaos, Water, Persuasion Preferred weapon: Dagger Source: PC3, WotI

KARAASH

(Ilneval, Hong-Tzu) Patron of Battle and Conquest

Level, Alignment, Sphere: 6th (Initiate), N, Thought Symbol: A huge two handed greatsword with wicked looking edges on its upper part Portfolio: Humanoids, battle, tactics, conquest, rule of the strongest Worshipped in: Tribes of humanoids all over the world (especially Broken Lands, Darokin, Ethengar, Norwold, Denagoth, Hule, Yazak Steppes, Dark Jungle and Krugel Horde in the Hollow World) Appearance: An orcish king in his best shape, with a glistening yellow skin tone, perfect sharp tusks jutting from the lower jaw, piercing eyes with an intelligent spark, and a well-muscled body covered by thick black hairs. He constantly dons a plate mail with jutting spikes and hooks, wielding his huge greatsword with pride. History: Karaash was a very successful orcish warleader who led a great tribe to harass and raid many different nations between VIII and VII century BC. Karaash was a great tactician powered by fierce courage and indomitable will, and he ended up undertaking the path of the Epic Hero under Diulanna's sponsorship, who appreciated his willpower and determination in battle. Karaash ruled for years as a great warleader in the Hulean region before deciding to quest for the fable Blue Knife, as the great Wogar had done five centuries before. The fact that prompted him to go on such a quest was the meeting with a clan of gnolls coming from the east. One of these gnolls tried to earn his trust and come under his protection, and sensing the thirst for power and glory of Ilneval (such was Karaash's name at that time), he told him that his ancestors warred for decades in the eastern lands to retrieve the artefact, but found nothing and were later subjugated by the humans. However, before his clan chose to flee, they met with strange creatures coming from the west, a race called elves, who stated they knew the place where Ungar Red Fist had hidden the Blue Knife. These elves had

themselves abandoned their homeland to avoid being conquered by a great sorcerer wielding tremendous artefacts, among which the Blue Knife. Karaash believed the gnoll and quickly rallied his troops marching westward, determined to become a legend like Wogar. During his stay in the Robrenn region, Karaash raided many villages and was impressed by the bravery and the indomitable spirit of a priestess of Arduinna, who defended the stone sacred to his deity with the last drop of her blood while the other villagers had already surrendered. Ilneval was so struck by this show of faith that in the end he showed mercy and took the woman under his protection, questioning her on her beliefs and her deity's precepts. After the initial distrust, the priestess introduced Ilneval to the cult of Arduinna, and he was later visited in his dreams by Diulanna herself, who promised him victories and glory if he would follow the path she showed him. Ilneval was so awestruck that he later converted to the cult of Arduinna and chose to be renamed Karaash, leading his troops out of Robrenn. Thus he began to follow the Path of the Epic Hero, and after bringing havoc among the goblinoids of the Yazak steppes and laying waste to the last of the Dravi settlements, he came to the western coast of Brun. There he met a powerful horde of minotaurs led by Minoides who had fled Nimmur some years before. IN the battle that followed, Karaash was victorious and soundly defeated the King of Minotaurs. He then convinced many of them to join his army and thanks to their superior knowledge, they built many ships they used to cross the ocean and find the land where Arduinna had promised Karaash would have found riches and glory. When they landed on the coasts of the newly formed Tangor Peninsula, Karaash knew he had reached his destination. With his army's great strength, he conquered what was left of the Tangor civilization and enslaved the Tangor people. At the end of the VII century BC he finally completed his task and left the world becoming an Immortal, and after some decades his legend spread among the humanoids living in Mystara, making him one of the most renowned and worshipped humanoid immortals. Personality: Even if he was an orc in his mortal life, Karaash doesn't make preferences among his followers. He wants to be recognized as the supreme deity of all humanoids who consider the way of the warrior as the true proper lifestyle. Karaash embodies the perfect warrior and shrewd leader: he is utterly stern with all his followers and encourages them not to give into fits of rage, to dominate their emotions in order to fight more efficiently. He is a great strategist and keen tactician, and he loves in particular those leaders who are able to build a strong nation based on military conquest after a well planned campaign. Karaash however doesn't care about moral codes or rules: the important is to win over one's enemy no matter how. He is the fierce enemy of Atzanteotl and Ranivorus, who are constantly trying to corrupt his followers to swallow them into a downward spiral of chaos and useless death. On the other hand, despite being a sworn enemy of his worshippers, Karaash greatly respects Halav for his recognized skills of master tactician and fearless fighter. Patron: Diulanna Allies: None Enemies: Atzanteotl, Ranivorus Classic D&D Stats: Followers' alignment: Any

Favoured weapon: Two handed sword (allowed all bludgeoning weapons and crossbows) Clerics' skills & powers: Bonus general skills Leadership and Terrorise; if cleric uses a BLESSED two handed greatsword the damage he causes can be healed only magically Avengers' skills & powers: +1 bonus to hit and damage rolls vs. infidels (anybody not worshipping Karaash) D&D 3E stats: Domains: Thought, War, Strength Preferred weapon: Two handed sword Source: GAZ10, HW, WotI, SCS, OHP

KHORONUS
(Fu Shi Liu, Naabu, Father Time) Keeper of the Gates of Time, Patron of History and Philosophy
Level, Alignment, Sphere: 36th (Hierarch), N, Time Symbol: an hourglass or a water clock Portfolio: flow of time, wisdom, history, philosophy, good government, patience, persuasion, diplomacy Worshipped in: Cathos, Savage Coast (Nimmur), Davania (Meghala Kimata), Hollow World (Milenians, Traldar), Known World (Darokin, Thyatis), Ochalea, Skothar (Minaea, Thonia), Yavdlom Appearance: a tall human of a solemn attitude, so old he appears ageless yet without being elderly or hunchbacked, with long white hair and an equally long white beard, dressed in a regal though simple tunic. History: during his mortal life, Khoronus was one of the founders of the city of Blackmoor and councillor of its ruler. Preoccupied by the short-sightedness of his townsmen and by their scant sense of responsibility, succeeding thanks to his magical ability to construct a time machine for discovering with it what had happened their descendents and assisted in the destruction of Blackmoor. Understanding that he could never change the attitude of his contemporaries, he decided to at least protect his family and his beloved without changing the future. He therefore travelled a century in the future, convincing some descendents to follow him in a journey across the cosmos, and together they founded a new colony on a far-off planet, where they recreated the Blackmoorian culture from the original, planning even the capital of a new kingdom. Subsequently he used the time machine to help his descendents in the new world, and in the course of his adventure found another more reliable machine with which to continue his travels in time. Concluding his work, he sent the two machines into the future, so that no one could use them to alter that this fact had happened, and then died or better, when he believed he was dead he awoke and discovered that he had become an Immortal in the Sphere of Time (seeing that at that time, in 4100 BC, there wasnt an Immortal of this sphere known to Blackmoor that could help him). Only many centuries after, in a moment of melancholic remembrance, he wanted to recreate his time machine enhanced by his Immortal powers. Accidentally however he activated it and it disappeared only to reappear shortly after, accompanied by his old original time machine! It was in that moment that he understood that he had accidentally helped himself to become Immortal. Personality: In the course of millennia Khoronus has always tried to spur on the mortals, especially government leaders, to carefully consider his own responsibility and using wisdom

and farsightedness in their decisions, favouring the birth of different philosophic academies in which peacefully argue of politics and good government. He always carefully ponders any problem before taking a decision, a fact which often exasperates his equals, those who instead want quicker and resolute decisions. Moreover, he exhorts the faithful and allies to patient dialogue before acting, in the conviction that it is easier and more useful to resolve the problems with the dialectics rather than with the breech of trust. He is universally recognised as the patron of wisdom and the mysteries of Time, of which he became the supreme hierarch after numerous centuries of slow and constant growth. He became the faithful companion of Djaea after her ascension among the Immortals, sharing the interests and the reflective nature of the Immortal. At the moment he is particularly careful to monitor the flow of time for saving those who would create destabilising paradoxes in the Prime Plane. Moreover he is the most interested among the Immortals to research the truth on the existence of the Old Ones, as well as to discover the hidden mystery that is behind the disappearance of the previous generation of Immortals, preoccupied by the fact that any catastrophic event that had brought about their disappearance could happen again in the future. Patron: himself Allies: Djaea (his companion) Enemies: none, even if he is often in animated discussions with Valerias for her philosophy of impulsiveness and recklessness Alignment of followers: clerics and followers can have any alignment Favoured weapon: scythe (allowed all bludgeoning weapons) Clerics skills and powers: +2 bonus to individual Initiative, free sense time ability, +2 bonus to any one history or knowledge skill (not free), one free Wisdom based skill (clerics choice) Domains: Time, Knowledge, Magic, Nobility, Oracle, Persuasion Preferred weapon: scythe Source: WotI, HWR3, Immortal set

KIRANJO
(Gylgarid) Patron of Minotaurs, Patron of Violence and Fury, Patron of Greed
Level, Alignment, Sphere: 7th (Temporal), CE, Entropy Symbol: A minotaur's head or a praying minotaur Portfolio: Minotaurs, massacre, violence, fury, cruelty, greed, berserkers Worshipped in: Davania (Jungle Coast, Meghales Amosses), Hollow World (Milenia), Known World (Heldannic Territories, Vestland), Skothar (Minaea), Midlands (Borea), Vacros Appearance: An 8 feet tall minotaur with iron horns and killer gaze who wears a heavy plate armour of Antalian heritage and sports a huge blooded battleaxe History: LIKELY THEORY: Kiranjo was the spawn of Minoides, the enduk who killed Gildesh (Ixion's servant in Nimmur) and who brought down on himself and his allies Idu's (Ixion) curse, losing their wings and becoming the first true minotaurs of Mystara. Driven away from Nimmur by the enduks in BC 800, Minoides led half of his followers westward, while the other half chose to head eastwards, renegading the leader who had cursed their lives forever.

Once arrived on the western coasts of Brun, Minoides and his troops had to compete with the local humans for food and territory, but the most fearsome opponents arrived only some years later: the horde of goblinoids led by Karaash on his quest for immortality. Humanoids and minotaurs clashed and died in the hundreds, and eventually Karaash slew Minoides in single combat. Many minotaurs fled, but other chose to stay with the winners and swore fealty to the new leader, Karaash. They told him of a fabled land beyond the sea where the Twilight People lived, surrounded by mountains of gold and jewels (the minotaurs were referring to the Tanagoro merchants from the Tangor peninsula they had ambushed and razed many times when they landed on Brun) and Karaash decided to conquer them. With the minotaurs' skills and help, he built an oceanic fleet and sailed westwards. However, once landed on Skothar, many of the minotaurs rebelled and fled away from their conquerors. Some remained in the Tangor peninsula razing the Tanagoro villages, while others moved north-westward, looking for the Cities of Gold described by some Tanagoro slaves (a trick used to convince the invaders to leave their lands for better plunder). Kiranjo was among the latter ones. He led his tribe across mountains and valleys, until he reached the fertile plains where the Jennites lived. Thinking he finally found the Golden People, Kiranjo started to capture and torture all humans he met, raiding villages and wreaking havoc between Jen and current Minaea. After decades of razing both the Jennites and the Alphatian merchants who sailed across the waters of the Minaean Strait, always looking for the mythical Golden Mound of the Jennites, Kiranjo became increasingly greedy and suspicious. He was terribly jealous of the immense treasure he had accumulated with all his raids and so he planned to build a safe place to hide it forever. In the middle of the Minaean forest he built his Labyrinth underground, and he spread rumours about the immense riches it contained to attract the greedy and dumb adventurers, in order to kill and rob them. His actions attracted Orcus's attention, who was pleased by Kiranjo's offerings of blood and gold. So he revealed to the minotaur the path towards immortality in the sphere of Entropy to enjoy his riches and raids forever. After creating an epic weapon and defeating the insurrection led by his own right-hand man, Kiranjo succeeded in becoming immortal in BC 480. In BC 100 the fleeing Milenians arrived on the Minaean coasts and this gave him the opportunity to spread his cult among the humans. The merchants of the far isle of Vacros who used to sail from Davania to Skothar, were slowly influenced by Kiranjo's words of power and richness beyond belief, and they eventually adopted his cult. Kiranjo's faith became Vacros's main religion, and the Vacrosians imported minotaurs from Skothar considering them holy representatives of their deity. The Minaeans were instead much more resistant to Kiranjo's influence, probably because they were poorer and had direct contact with all the cruelties committed by the minotaurs. Many merciless Minaean brigands and pirates converted to Kiranjos' faith however, and they eventually earned the region its infamous reputation for being a haven for raiders and criminals. Around AC 600 the isle of Vacros was besieged and destroyed by the nearby states after enduring a long series of raids and injustices ordered by the Kingpriests of Vacros. Kiranjo's followers abandoned the island and were scattered to the

four winds. Many of them perished, but others found a safe refuge in the Northern Reaches and in the eastern part of Davania. Among the northmen, Kiranjo's figure was likened to that of the monster Gylgarid, a mythic creature that served Hel according to Norse legends. Therefore he became popular as Gylgarid and his priests had their way only among those Norse clans of raiders particularly aggressive and cruel. Gylgarid encouraged the creation of special elite forces of brutal warriors who could enter in a frenzied state of fury and endure pain for longer periods of time : the Berserkers. He hopes to use them one day to get a revenge on those people who caused the fall of the Kingdom of Vacros. Recently some of his followers were able to make short trips to the shunned isle of Vacros to build a new temple, but they were driven away shortly after by the nearby people of Cathos, increasing Kiranjo's frustration and rage. Personality: Kiranjo is extremely boisterous, cruel and merciless, often prone to maniacal fits of madness and destruction. He enjoys wreaking havoc and spilling blood and his enemies' cries of agony are his most prized trophies. He hates all the immortal patrons of Law and Peace, and has a bloody feud with Thor after the Thunderer bested him during an important challenge in the higher spheres. Patron: Unknown [likely: Orcus] Allies: None (he owes fealty to none but himself) Enemies: Thor and the Lawful immortals Classic D&D Stats: Followers' Alignment: Chaotic Favoured weapon: Battleaxe (allowed all natural weapons and two handed weapons not ranged) Clerics' spells & powers: +1 bonus to Strength Avengers' skills & powers: Free general skill fighting frenzy D&D 3E Stats: Domains: Entropy, Chaos, Evil, Destruction Preferred weapon: Great battleaxe Source: M-Solo2, X13

KOROTIKU

(Guan ZiYou, The Shapechanger, Saimpt Renard, The Supreme Spider, Yehm) The Cheat, Patron of the Pear Islands and the Tanagoro, Patron of Spiders

Level, Alignment, Sphere: 32nd (Hierarch), CG, Thought Symbol: a black spider Portfolio: clear thinking, cleverness, guile, wisdom, liberty, nonconformism, cheating and stealth, jokes and fun, aranea, Tanagoro, lupin, spiders Worshipped in: Alphatia, Arm of the Immortals (Gombar), Cestia, Savage Coast (Dunwick, Herath, Renardy), Davania (Jungle Coast, Izonda, Meghala Kimata), Pearl Islands, Hollow World (Merry Pirate Seas, Tanagoro), Known World (Thyatis), Skothar (Minaea, Tangor, Zyxl), Thanegioth, Yavdlom Appearance: a large black spider comically plump with the smiling face of a human with negro traits. The second form is that of a tall Tanagoro, stately and elegant, dressed in the royal dress typical of the Tanagoro (the fur of a lion or tiger) and the usual scornful grin that he never loses. History: Korotiku is ancient, one of the oldest among the Immortals, who doesnt with any accuracy his past. Due to his affinity with the arachnids, he thinks that perhaps he belonged to the race of the planar spiders, but seeing that he has forgotten his own origins (maybe since his patron, whoever

that is, has erased the memories before his ascension) no one can be sure. Naturally, given that Korotiku is well known for his leaning to jokes and mystery, no one can be really sure that he is telling the truth or not of not knowing nothing of his past (and the other ancient Immortals that could known have never spoken of it). Personality: Korotiku is patron of the non-evil arachnids (in contrast with Aracne Prime), guile and jokes that induce reflection, and for this hates Loki, who instead creates destructive and evil jokes only for inducing pain and chaos, and is a heated rival of Masauwu and Harrow (his pupil and now ally of Loki), masters of those illusions that he seeks to smash. His shrewd and extremely burlesque character makes him a true and proper volcano of ideas and resources. His objective is inducing the person to use his brain for surviving and prospering, to discredit clichs and demolish the illusions, to reconsider the values of the society in which he lives and to never do the predictable, via any means (and more amusing and embarrassing it is, the better!). Even if at first sight it seems that his behaviour is irrational and without aim, in reality Korotiku always has a very precise plan in mind, and any of his actions are directed to stimulate thinking in the mortals and in his Immortal equals (even if most of them are not able to profit from the ingenuity of their stratagems). His cult finds proselytes especially among the shrewd adventurers, the more astute thieves and the reckless and independent corsairs. Patron: unknown (perhaps none) Allies: Asterius, Eiryndul, Diulanna, Turmis, Tourlain, Raven Enemies: Loki, Harrow, Aracne Prime, Masauwu Alignment of followers: clerics and followers can have any alignment Favoured weapon: dagger or net (allowed all bludgeoning weapons) Clerics skills and powers: clerics gain the thief ability hide in shadows as a thief of equal level, +1 bonus to Dexterity, two free skills from among sense danger, lie, acrobatics, move silently, ventriloquism and run Domains: Thought, Chaos, Good, Deceit, Stealth Preferred weapon: dagger Source: HW, DotE, WotI, SCS, DDA2

KORRIGANS, The
(The Nine Saviours) Patrons of Wendar, Protectors of the Elvenkind
Level, Alignment, Sphere: 22nd (Empyreal), NG, Energy Symbol: The korrigan (a legendary creature of the woods) Portfolio: Wendar, elves, freedom, magic, protecting the woodland races, opposing Idris Worshipped in: Known World (Wendar), Norwold Appearance: Each of the Nine Korrigans has a particular aspect and nickname, which is associated to some kind of craft he mastered in his or her mortal life. All Korrigans look like blond elves with bright eyes and perfect features, in prim shape and age. Each one is clad differently and bears some kind of characteristic object and weapon: Fiery Champion: red dragon scale armour, longsword and a dragon's fang Eternal Wanderer: banded armour, short sword and a pair of dusty deer boots. Spring Maiden: lilies flower robe, short spear and edelweiss in her hair.

Dreaming Seer: blue robe, quarterstaff and a black strip on his eyes. Merciful Healer: white robe, sling and a white dove perked on his shoulder. Rainbow Singer: red robe, light mace and a crystal harp Silent Hunter: leather armour, longbow and a wolf's pelt cloak Silver Carver: leather armour, silver dagger and artisan's tools Verdant Caretaker: green leaves tunic, sickle and a crown of maple leaves History: LIKELY THEORY: The Korrigans were ten elves of clan Genalleth, one of the clans who settled in the mountains north of Glantri after leaving Ilsundal's migration in Brun. Even if they belonged to different families, they struck a bond of friendship and loyalty over the years they adventured together, and united by the faith in the power of magic they adopted as symbol of their group the fabled korrigan, a woodland being who dwelt in those lands. They became very famous among elves and Antalians alike, and thanks to their intervention the Genalleth valley was spared by the raiding humanoids led by Akkila-Khan in BC 1722. After this event, the Dreaming Seer foresaw a great cataclysm approaching because of a powerful artefact, and the Korrigans decided to prevent this catastrophe. They split and started to search the nearby regions looking for this artefact. The elfin known as Black Wing found it first in the area south of the Glantrian Alps, but she kept her discovery from her companions. She believed that she could use that relic to increase her powers: little did she know it was an ancient Blackmoorian machine which was doomed to explode as soon as it was activated. Black Wing convinced the elves living in that area to hide the artefact and to study it secretly (since she could not transport it in another location), but this worked against her plans. The elves tinkered with the artefact and caused a chain reaction which led to the Glantrian Catastrophe. The terrible nuclear explosion which resulted annihilated all living beings in a 100 miles radius and created the Broken Lands. It also produced a dark noxious cloud which obscured the sky over the region comprised between northern Darokin and Wendar, bringing with it a rotting disease. Many elven clans who dwelt in the northern highlands perished, while others sought refuge below the ground. The Korrigans used all their magical knowledge to protect their clansmen, who had fallen victim to a disease which corrupted both their bodies and minds. They used an artefact of Energy discovered during their voyages (Enoreth's Pit) to imbue their land with powerful magics and created the so called ley lines or Nexi (arcane foci), which awakened the power of nature in the Genalleth valley. Afterwards they crafted an artefact which was able to tap these Nexi in order to create a mystical barrier that would protect the area of current Wendar from diseases and other threats. Thanks to the power of the Nexi and this artefact, the Elvenstar, the Genalleth elves and their human allies were able to withstand the nuclear winter and survive without being decimated. The losses were heavy, but the survivors acquired great faith in the Korrigans and Mother Forest, who were considered the saviours and protectors of the whole land. Unfortunately, Black Wing's treachery became public at this point, when she used her powers to corrupt one of the Nexi in order to stop her own disease and attain lichdom. The

ceremony bleached a whole area of forest, which later got renamed Dark Woods of Baamor (Baaq-Mor means Black Wing in ancient elven). When the Korrigans discovered it, they banded together and banished Black Wing from Wendar. The Nine remaining Korrigans, now in their elder age, taught some trusted disciples the secrets of the Elvenstar and of the arcane arts (which had been forgotten by or inhibited in many elves because of the radiations), and were acknowledged as the most powerful mages in the area. Ixion had observed their actions during all this time, and finally made them understand through omens and dreams that they were way ahead on the path towards immortality. However, only one could be chosen, so they now were compelled to fight one another for supremacy. The Nine Korrigans stood true to their friendship and they asked Ixion to take all of them as immortals or none. Moved by their honour and friendship, Ixion accepted their plea and the Nine Korrigans became immortals in the Sphere of Energy in BC 1600 all together (only case in history where a group achieved immortality all together). However, to avoid breaking the immortal laws, their souls melded during the ascension, and became one single immortal, although they retained their personalities. The Korrigans now maintain 9 different manifestation forms (avatars) which are closely linked but enable them to act individually all the way, (even if they all share the same amount of power). Personality: The Korrigans are now worshipped in Wendar as protectors of the elves and the ancient traditions. They are fascinated by the combined powers of magic and nature, and they look favourably upon those adventuring parties who are held together by feelings of loyalty and honour, and who carry on the cause of Good. The Korrigans never forgave Idris (Black wing) to have caused so many deaths because of her thirst for power, and they oppose her as much as her patroness Hel in every possible scheme. On the other hand, they are loyal followers of Ordana (who considers them her protectors) and of Ixion, and they are on good terms with all the other elven immortals, even if they are not formal allies. Patron: Unknown [likely: Ixion] Allies: Ordana, Ixion Enemies: Idris, Hel Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral or Lawful Favoured weapon: One chosen among each one of the Korrigans' holy weapons (allowed all bludgeoning weapons) Clerics skills & powers: Permanent spell-like ability speak with animals; bonus general skill Hide (Forest); +5% to total chance when trying to create new magic items; clerics have access to 1st level druid spells too. D&D 3E Stats: Domains: Energy, Good, Magic, Protection. Preferred weapon: Choose one among the nine holy weapons of the Korrigans Source: Master & Immortal sets.

KORYIS

Worshipped in: Alphatia, Bellissaria, Isle of Dawn (East Portage), Alatian Islands, Hollow World (Gentle Folk Elves, Milenians), Known World (Darokin, Thyatis), Norwold (Alpha), Ochalea Appearance: a pure Alphatian of gaunt physique, with a pallid complexion and hollow cheeks, wearing a simple tunic and an air of determination and suffering. History: in his mortal life Koryis was an Alphatian mage born on Old Alphatia before its destruction prima. During his life as adventurer becoming famous with the pseudonym Negotiator, since he preferred peaceful and diplomatic negotiations (practices in which he excelled) to the use of force and fighting. Succeeding to take on the path of the Epic Hero long before of the advent of Alphaks on the Alphatian throne, and during his pilgrimage created the witch Kersy, his dark side that still live in the Isle of Paradise in the Plane of Old Alphatia. After being purified, Koryis faced the final test and finally becoming Immortal around 990 BC. When he started to pay attention to the affairs of his compatriots, he discovered that Old Alphatia had been destroyed because of the madness of Alphas VI. Thanks to his powers, tracing the Alphatian survivors to Mystara and began to distinguish oneself among them, preaching peaceful dialogue and equality between the cultures. His cult has been very popular among the merchants and diplomats of the entire world, while in Alphatia he is not greatly followed. He is the national patron of Ochalea; a nation founded by Alphatian expatriates and based on a rigid philosophic doctrine and which is the bastion of his faith. Personality: Koryis is the typical pacifist faithful to the order that rejects any cutting instrument and to a creed that says that it is possible to resolve all problems and diatribe with dialogue. For this he is not greatly followed by the ardent and chaotic Alphatians, and not is not closely watched even by the more vehement and warlike Immortals. His only allies are Alphatia, Guidarezzo, the Plasmatore and Razud (the third more on and off), while all the Entropic bringers of chaos and destruction are his enemies, in particular Alphaks, who hes known since both were mortal and who he has never forgiven for the devastation caused on Old Alphatia. Patron: unknown [presumed: Pax] Allies: Alphatia, Guidarezzo, Plasmatore, Razud Enemies: Alphaks and all patrons of destruction Alignment of followers: Neutral or Lawful; clerics must be Lawful Favoured weapon: none (allowed all one-handed bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, clerics can freely cast protection from evil once per day (considered a magical ability); +2 bonus to diplomacy and oratory skills (not free). The clerics of Koryis cannot cast the reversed forms of healing and resurrection spells. Domains: Thought, Law, Good, Persuasion Preferred weapon: light mace Source: M1, DotE, HW, WotI, HWR3

Patron of Peace and Prosperity, Patron of Ochalea

KURTULMAK
(The Shining One, Kutul) Patron of Kobolds
Level, Alignment, Sphere: 9th (Temporal), CN, Energy Symbol: an elegantly decorated horned helmet

Level, Alignment, Sphere: 10th (Temporal), LG, Thought Symbol: the palm of a hand raised in a sign of peace Portfolio: peace, prosperity, diplomacy, tolerance, piety, respect of laws

Portfolio: kobolds and cayma, stealth, traps, tactics, guile, war, fire Worshipped in: Savage Coast (Cay), Known World (Rockhome, Darokin, Broken Lands, Northern Reaches), underground communities of kobolds Appearance: a kobold of uncommon stature (about 1m), dressed in glowing white plate armour and a shining short sword on his belt. History: Kurtulmak was a brilliant kobold leader, able strategist and given of great charisma and acumen. During his adventures he came across an ancient artefact, a glowing suit of armour able to blind his enemies, and was therefore nicknamed by his followers The Shining One. After having guided the expedition against Rockhome together with Queen Ubdala in 493 BC, ending with the costly route of Sardal Pass, Kurtulmak resorted to lead a part of the kobold survivors through the caverns under the dwarven territory, emerging in the Northern Reaches. After having caused the destruction and the dispersion of the gnomish community that lived in the Falun caverns, in Soderfjord, Kurtulmak founded a small kobold kingdom and therefore begin the long rise to the path of Immortality, succeeding to enter into the Sphere of Energy at the end of the V century BC. After his disappearance the kingdom fell victim to the rivalry among his followers and only a part of the kobolds of Soderfjord now worship him as protector. Personality: Kurtulmak is the patron of the kobolds and embodies the classic values: guile, quickness, subterfuge, rigour and tactics. To his followers he has handed down clever stratagems and the deadly ruses that have made the kobolds very insidious, and is a master in the study of tactics that allowed them to face the enemy without fighting them directly, but using the characteristics of the surrounding nature or the enemys own strength against him, and his sacred element is fire (as unpredictable and dangerous as him). He is the sworn enemy of Garal and Kagyar for having destroyed or annoyed gnomish and dwarven colonies in the underground, struggle with Hircismus for being recognised as the sole patron of the kobolds of Soderfjord, and is on the black list of Halav only for being a humanoid. Patron: unknown [presumed: Pharamond] Allies: none Enemies: Garal, Kagyar, Halav, Hircismus Alignment of followers: any; clerics must be Chaotic or Neutral Favoured weapon: short sword (allowed all bludgeoning weapons, nets and daggers) Clerics skills and powers: power of emitting a flash of light once per day, that dazzles all present (ST vs. Paralysis at 2), excluding the followers of Kurtulmak, imposing a penalty of 4 to all attack rolls for 1d6 round; the power is only effective in a partially or totally dark area; free underground orientation skill Avengers skills and powers: thief ability hide in shadows as a thief of equal level Domains: Energy, Chaos, War, Fire Preferred weapon: short sword Source: GAZ10, GAZ7, HW, WotI, SCS

KYTHRIA
(Aphrodite) Patroness of Desire, Lust and Beauty

Level, Alignment, Sphere: 2nd (Initiate), CN, Energy Symbol: a heart-shaped ruby Portfolio: passion, sensuality, lust, beauty, Ierendi Worshipped in: Known World (Ierendi) Appearance: a young woman with a provocative and sensual aspect, with large eyes that change colour to cast languid or innocent looks, scarlet and voluptuous lips, a perfectly tanned complexion with some beauty-spots in just the right places, full figure and lissom curves, with a cascade of jetblack hair that reaches to the middle of her back, dressed in a scanty tunic of pure transparent silk and wearing bejewelled shoes and a necklace of rubies with a jewel in the form of a heart. History: PROBABLE THEORY: in life Kythria was a Makai cleric of Valerias that visited the islands of Ierendi during the IX century AC. A woman of great charm and charisma, gaining many hearts and treasures besides those of monsters, enormously enhancing her fame abroad and in her homeland in a few years. It was her who suggested and realized the institution of the Tournament of Ierendi for electing its rulers, after which the office had become totally deprived of power, knowing well that this had enhanced her prestige and she was finally invested with the crown that she deserved (that she naturally won and kept for several years, achieving an undisputed popularity). Seeking then of becoming Immortal under the protection of Valerias she emulated the deeds of her Immortal, but Valerias became so jealous of her own priestess that she abandoned her. Eyrindul, who had always had a weakness for the arrogant Valerias, saw a great possibility for taking his revenge and became the patron of Kythria first, and her secret lover later, once that she achieved Immortality in 910 AC, after she had created a small paradise on a lost island in the Sea of Dread, transforming it into a place where the more worthy and intrepid mortals and the Immortals could retreat to for enjoying every possible pleasure of the earthly life thanks to a powerful artefact. Personality: Kythria is interested in the purely instinctive and passionate side of physical attraction, and considers desire and sexual intercourse as liberation from mortal bonds and satisfaction of body and soul. For her the sexual act is the holiest of the loving feelings, for freeing the spirit and giving off a most potent mystic energy. At the moment Kythria competes with Valerias for being recognised as the true lady of sensuality and desire, even if she is much more vain, more licentious and less savvy of her ancient protector (having achieved Immortality for about a century), and this often leads to embarrassing troubles. Eyrindul is her mentor and lover, but Kythria doesnt hesitate to use her charms for also gaining favours from other Immortals. Her actual suitors are the ardent Palson, the mysterious Harrow and the forward and sly Turmis. Patron: Eyrindul Allies: Eyrindul, Harrow, Palson, Turmis Enemies: Valerias Alignment of followers: any; clerics must be Neutral or Chaotic Favoured weapon: stiletto (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, +2 bonus to any one Charisma based skill Domains: Energy, Chaos, Persuasion Preferred weapon: stiletto (see punching dagger)

Source: IM2, WotI

LIENA
Level, Alignment, Sphere: 1st (Initiate), LN, Time Symbol: A golden sceptre Portfolio: War, history, discipline, order, Norwold, Thyatis Worshipped in: Known World (Thyatis), Norwold (Oceansend) Appearance: A middle-aged woman with tanned complexion and a sturdy figure, combing his brown hair in a single tress that reaches her mid-back. Her look is determined and she has a faint scar on her forehead. She wears a plate mail without helmet, along with a long white cloak covering her shoulders and a gladius at her side. History: Aline Sigbertsdatter was born in Thyatis by an Heldanner mother (the warrior Sigbert) and a Thyatian father (the gladiator Apollus) who wrestled in the Arena of Thyatis. She became an orphan when her parents died in the gladiators' games and she was then adopted by her father's son, a Thyatian cleric of Vanya. Ever since her childhood then she grew accustomed to a life of hardships and virtue, absorbing the ideas of greatness and heroism preached by her uncle. When she was grown up, she left Vanya's temple with her uncle's blessings and she joined the Sisterhood of the Sword, where she hoped to act in Vanya's name and become a skilled fighter. She later joined a band of adventurers and travelled extensively across the Known World, visiting also Norwold, her mother's homeland, where she was particularly struck by the Heldanners' pride and bravery. During the Thyatian civil war that ended in AC 898, Aline returned home and sided with the exiled Emperor Gabrionius III, fighting for his cause and making herself known through her victories. When the forces loyal to Gabrionius III won the war, the emperor awarded Aline with a noble title and the permission to found a dominion in Norwold under the Thyatian flag. Aline gathered a group of worthy and resolute knights and settlers that had fought at her side and in AC 900 she founded the town of Oceansend in middle Norwold. She ruled over the town for twenty years before Vanya appeared in her dreams and revealed her the secret path to immortality. Afterwards, Aline abdicated in favour of her son, Olaf, and quested for an artefact of time travel. During her adventures she had a vivid omen regarding the triumphant future of his second son, and this led her back to Oceansend, where under the false identity of Liena she found the skilled shipwright she had seen in her dreams, an Heldanner named Tor, and married him. In 938 AC she gave birth to Thrainkell Torson (the original name of Emperor Thincol Torion) and she raised him with special care and attention, putting him always before all the other children she had from Tor and convincing him that in the future he would have become a great warrior and leader of many. Once Thrainkell reached puberty, Liena understood it was time to take another step in her path of the Dynast and left her family, traveling through time to help his son repel the Alphatian invaders in the Spike Assault and obtain the Thyatian Imperial Throne. She later helped him mantain his position by crushing a dangerous invasion of trolls in Biazzan in AC 961 (see IM3). After that, she returned to Norwold, where she backed her grand-son Yarrvik's (son of her nephew, daughter of Olaf, and

Patroness of Oceansend, Guardian of Order, Heroine of Thyatis

the Thyatian governor sent by Emperor Gabrionius IV to rule Oceansend after the death of his son in 936 AC) fight for independence of Oceansend, which had been occupied for a brief time (AC 958-962) by Alphatian troops during the Alphatian Spike Assault. She later traveled again in time and succeeded in making Oceansend independent from Thyatis and Alphatia under the leadership of King Yarrvik the Fair, who got the support of her son Emperor Thincol I Torion when she secretly revealed she had helped him become Emperor of Thyatis for the only purpose to make Oceansend an independent kingdom. This way she ended her quest on the path of the Dynast and became immortal in the sphere of TIme in AC 980. Today she is remembered and worshipped by her descendants under the divine name of Liena. Personality: Liena is a young immortal, but she is wise and far-sighted. She is particularly interested in war's effects on the history of humanity and thinks that the principles of honor and discipline are the keys that can lead against victory over Chaos. After helping Thincol conquer the crown of Thyatis, Liena keeps her interest for the Thyatian empire, where she is worshipped as a legendary heroine and has been officially promoted to the status of divine protector of the house of Torion by Thincol. However, her main attention still lies to the well-being of Norwold and the kingdom of Oceansed in particular. She hopes that one day Norwold will be united under a strong King to put order in this chaos filled region, a monarch that will eventually put an end to the foreign (Alphatian, Thyatian, and Heldannic) intrusions in Norwold territory and politics. Patron: Unknown [likely: Vanya] Allies: None Enemies: None Classic D&D Stats: Followers Alignment: Any; clerics must be Neutral or Lawful Favoured weapon: Gladius (allowed all bludgeoning weapons) Clerics skills and powers: +2 bonus to any one skill (not free) to choose among the following: Military Tactics, History and Knowledge of Myths and Legends. Paladins skills and powers: Lay on Hands D&D 3E Stats: Domains: Time, Law, War Preferred weapon: Short sword Source: IM3, WotI

LOKENA

(Athena) Patroness of Intelligence, Patroness of Tactics

Level, Alignment, Sphere: 2nd (Initiate), LN, Matter Symbol: A white owl Portfolio: intelligence, cleverness, tactics, war, magic Worshipped in: Known World (Thyatis) Appearance: a thirty years old light skinned woman with a clean and intelligent visage, donning a golden cuirass aptly shaped on her slender figure, cotton dull-coloured garments, knee-high boots and a helm surmounted by a red mane of bristles. Shes always seen with a short sword at her side while holding a shining spear. History: Lokena was born in the Principality of Aalban in Glantri, daughter of two barons and gifted with an innate attitude for magic. However, although graduating with success at the Great School of Magic, her true passion always remained

the art of warfare and tactics, probably influenced by the epic legends about the heroic deeds of the ruling Ritterburg clan that she had read and listened to over and over again ever since her childhood. During her life she always tried to meld the power that derived from her magical talents with her martial skills and strategy, becoming a formidable opponent and distinguishing herself both on the academic field and on the battlefield. Her love for order and strategic combat later gave her access to a secret sect that worshipped Maat, and when she finally discovered the Path of the Polymath she embraced it with passion in order to become herself the protagonist of new epic legends. Finally, after long quests in distant lands and outer planes, Lokena became immortal in the sphere of the Matter in AC 920. Personality: Lokena is patroness of all the warriors who prefer fighting with intelligence, cleverness and bravery over sheer strength. She is also fond of those who manage to go beyond their limits thanks to their wisdom and perseverance. She dislikes all those people that resort to violence to achieve their goals or that bring havoc and destruction revelling in this acts. In particular she is not in good relationships with Vanya, whom she considers too power-hungry and intolerant, and opposes all those Entropics that carry suffering and destruction. She is on good terms with Bemarris, whom she more than admires for his bravery and martial skills, and gets along well with Palson, who usually entertains her with his charming manners and his games of logic and strategy. Patron: unknown (likely Maat) Allies: Maat, Bemarris, Palson Enemies: Vanya, all Entropics who bring destruction and chaos Classic D&D Stats: Followers Alignment: any; clerics must be Neutral or Lawful Favoured weapon: spear (allowed all bludgeoning weapons and short sword) Clerics skills and powers: +1 bonus to Intelligence, +2 bonus to Military Tactics skill (not free) Paladins skills and powers: free Military Tactics skill D&D 3E Stats: Domains: Matter, Law, War, Magic Preferred weapon: short spear Source: IM2, WotI

LOKI

(Bozdogan, Farbautides, Lokar, Veles) Patron of Hule, Prince of Lies and Deceit

Level, Alignment, Sphere: 30th (Eternal), CE, Entropy Symbol: A goblet filled with a suspiciously bubbling liquid; as Bozdogan, a mechanical puzzle-cube Portfolio: Deceit, treachery, lies, cleverness, fire, Hule, gremlins Worshipped in: Savage Coast (Eusdria), Hule, Isle of Dawn (Caerdwicca, Helskir, Redstone), Hollow World (Antalia, Merry Pirate Seas), Known World (Heldannic Territories, Northern Reaches), Norwold (Landfall, Oceansend, Vyolstagrad and Stamtral) Appearance: A pale skinned Antalian with red hair, hawk's nose and a maliciously clever gaze, wearing simple Antalian garments with pelts. History: Loki was a cunning Antalian wizard specialized in fire magic that lived in lower Norwold during the XIX century BC. He was able to gain power and riches thanks to his lies,

treachery and intrigues, becoming the trusted advisor of many chieftains before betraying them and vanishing with their treasures or their lives. He eventually succeeded in discovering the path to immortality and began the path of the Paragon under the sponsorship of Rathanos, lord of fire. However, he always tried the shortest way to reach his goals and used so many tricks and deceiving skills that he intrigued Thanatos, who began to lure him away from Energy showing him a much more satisfying and rewarding path towards immortality. It was at this point that Loki openly betrayed Rathanos and sided with Thanatos. He successfully completed his path in the sphere of Entropy in the XVIII century BC, after creating the gremlin race and spreading it in all the world's continents to wreak more havoc and chaos. He is regarded as the patron of deceit not only among the Norse and the Vatski of Norwold, but also in Hule, where he is worshipped as Bozdogan, patron of Deceit and protector of the Sanctified Lands of Hule where lies are holy. Personality: Loki is a master of deceit and treachery. His goal is to put his enemies one against the other to provoke destruction and suffering, and he often succeeds in his attempt thanks to his great manipulation skills. He especially likes to pretend to be ready for redemption, luring other good-willed immortals to befriend him and fight for his cause, and then he betrays their trust in the most critical moments. Loki does not actively seek new followers as many other immortals do, since he is particularly insensitive to the prayers of his worshippers, since he believes that all people will follow his way eventually. In fact he believes that all mortals have a natural tendency towards evil and selfishness, and the most evident proof of this is that the world is so ripe with treachery and deceit that cause the mortals' constant downfall. So he just teaches his followers to increase entropy in the world and act for their own gain at the same time, and this can only be done becoming master manipulators in order to avoid being deceived first. Loki is constantly weaving his plots and deceits against other immortals and mortals too, in particular as patron of Hule. During the course of the centuries he has become enemy of Odin (because of his alliance with Hel), Thor (that he opposed during his mortal life and his rise to immortality), Frey and Freyja (whose goodness and loyalty he finds stomaching), Eiryndul and Korotiku (who despise him for using cleverness and deceit for destructive purposes). He also likes to torment and ridicule Stodos, Lord of Ice and another ally of Hel, but the goddess does not consider this rivalry a true enmity and leaves them bickering like small children. Patron: First Rathanos, then Thanatos Allies: Occasionally Hel Enemies: Odin, Thor, Frey and Freyja, Korotiku, Eiryndul Classic D&D Stats: Followers Alignment: Neutral and Chaotic; clerics must be Chaotic Favoured weapon: None (allowed all bludgeoning weapons and any kind of dagger) Clerics skills and powers: Find and Remove Traps and Hide in Shadows as thief of equal level; a bonus free general skill to choose among the following: Deceive, Move Silently, Disguise Avengers skills and powers: Free general skills Deceive and Disguise D&D 3E Stats: Domains: Entropy, Chaos, Evil, Deceit, Fire Preferred weapon: Dagger (any type)

Source: GAZ7, HW, WotI, X5, DDA2

LORNASEN
Level, Alignment, Sphere: 8th (Temporal), NG, Energy Symbol: a hawthorn in bloom Portfolio: beauty, perfection, grace, spring, plants, nature, fertility, elves Worshipped in: Norwold (Foresthome), Hollow World (Gentle Folk Elves) Appearance: a young elf of amazing beauty, with a perfect physique (1.60m tall by 42kg), golden hair that reaches to just under her ears, and scintillating grey or hazelnut eyes, based on her mood. Lornasen always wears a short, sleeveless tunic of silk and carries at her shoulder a bow and a quiver. History: Lornasen in life was a Shiye elf of wayward character, lover of beauty, perfection and nature. When the Shiye arrived on the Alphatian continent and founded the Kingdom of ShiyeLawr, the monarch (plagiarised from Eiryndul) renounced the cult of Ilsundal and wanted to take Eiryndul as patron of the clan. Indignant by the decision, Lornasen collected around herself a numerous group of loyal followers of Ilsundal and refused of submitting to the will of the king. Hunted by the ShiyeLawr in 700 BC, Lornasen sought help from Ilsundal, who through prophetic visions guided her and his followers until in the north of Norwold. Here the majority of the Shiye expatriates settled in the forest to the north of the Great Bay, founding the Foresthome, while other elves selected the woods of mid Norwold, in the area in which later would become Oceansend. After a tortuous century in which having fought tooth and claw to defend their territory from the assaults of ravenous beasts, dragons and terrible frost giants, Lornasen began to travel the path of Immortality for the curiosity that involved undertaking this eternal adventure and for deeply savouring the taste of the last life, overcoming the few mortal barriers that also held back one of his race. Arriving on the summit of the Leg of the Cat he was able to gain the sponsorship of Ilsundal (at that time Empyreal of Energy), who assigned as his first assignment the recovery of the Bow of Gilgrave, a prodigious artefact that shots bolts of fire in place of normal arrows. When it was finally in her hands, Lornasen presented the bow to his patron as a gesture of respect, and always spurred on by Ilsundal, left for a time to the Sylvan Realm, to retrieve a branch of the Mother Tree in order to donate to the elves of Norwold the holy relic of Ilsundal. After a decade she was able to return and his gift was welcomed with delight by the Shiye, who granted him great honours. But her task was not complete, since the cold climate of Norwold put to risk the growth of the Trees of Life. Began therefore to create a unique potion, in order to give life to any plant keeping it healthy. The ingredients that she had to recover were rare and elusive, as the breath of spring, but by the end succeeded in the attempt, and utilised the Oil of Sunlight for creating Lothbarth, a forest of magnificent verdant trees and plants always in bloom in the middle of the Foresthome, that permitted the young Trees to grow in each elven community. After this exploit found without difficulty a large group of elves that he took as proper students, teaching them the love towards nature and towards all the living things as well as to the magic arts. At the end Ilsundal decided that Lornasen had by now satisfied all the

Patroness of Eternal Beauty and Grace, Queen of the Spring, Keeper of Lothbarth

prerequisites of the Test and the Testimony, having created a unique item and with it had also modified a vast area, transforming it into a paradise of perfection. In the moment in which all the spellcasters of the forest spontaneously acknowledged the supremacy of Lornasen in the magic arts, she accepted with good grace their homage and was in a position to ascend in the Sphere of Energy in the V century BC. Personality: Lornasen is the epitome of goodness and of the love for nature and beauty, as was shown by her mortal life, and possesses a free spirit and extremely independent. From when she became Immortal she has been eager to know about the nature of the Multiverse and its inhabitants, and she approaches to each new experience like savouring the taste of a luscious wine, continues to attempt to take everywhere the perfection and purity and defending the right to live of all the innocent and peaceful creatures. Her cult by now is popular only among the Shiye of the Foresthome, but she is also trying to become known among the other sylvan elves of Mystara. She considers as her allies her own patron Ilsundal, Ordana (as Mother of all the elves) and Alphatia, who shares her interest for beauty and peace. Patron: unknown [presumed: Ilsundal] Allies: Ilsundal, Ordana, Alphatia Enemies: none Alignment of followers: any; clerics must be Neutral Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, power of speaking with plants for 1 turn per day. Clerics of Lornasen have access to 1st level druid spells as well all cleric spells. Domains: Energy, Good, Plant, Fertility Preferred weapon: long bow Source: IM2

LOUP
(Luup the Black) Patron of Ferocity, Keeper of the Dead
Level, Alignment, Sphere: 12th (Temporal), LE, Thought Symbol: the shape of a black wolf howling to the moon on the right-hand side of him Portfolio: lupin, death, ferocity, survival of the strongest, winter, night, nomads, loyalty to clan Worshipped in: Savage Coast (Dunwick, Hule and Hulean city-states, Renardy), Davania (Jungle Coast), Ochalea, Midlands (Borea) Appearance: a wolvenfolk lupin with bushy black fur, two red eyes that shine in the gloom like burning coal, a muscular and quick build, pointed white fangs that are often exposed in a threatening grin, dressed in leather armour, a silver dagger and a necklace of goblinoid bones around his neck. History: PROBABLE THEORY: in his mortal life, Luup was a lupin hunter that lived in the Glantrian region during the Taymor Age. Following the tremendous earthquakes and the nuclear catastrophe that shook the area in 1700 BC, Luup led a large number of his kind in flight westwards, in the attempt of escaping the mortal disease brought by the radiations, and to a new land where they could settle. After years of movement and clashes with the creatures met on their route, the group of Luup arrived beyond the Great Waste in the fertile land of Hule, and here they settled after having conquering with determination their own. It was for this his incredible dedication to the herd, for his unmerciful coldness

and for his implacable ferocity that Luup became famous first with the Huleans and then also in the nearby Yazak Steppes, unquestioned leader of the lupin tribes of Hule. Later, after having assured that an equally strong leader followed him to the leadership of his herd, Luup the Black began a long journey with the other tribes of lupin of the Savage Coast in the attempt of inspiring other leaders in his mould. During his pilgrimage he was able to attract to himself many followers and completed heroic deeds thanks to his own cleverness and implacable ferocity, until he awoke the interest of Korotiku. His mortal life ended when Luup, accompanied by his faithful right hand man, entered in the encampment of a goblinoid horde by the border with Hule wearing the pelt of a bugbear, slaughtering the commander of the horde together with his shamans and burning the encampment, executing one by one all the survivors. This epic action completed his journey towards Immortality Luup disappeared in the XVII century BC and was welcomed into the Sphere of Thought by Korotiku, becoming very soon a legend and an Immortal among the lupin of the region and then disseminated his teachings among all the lupin clans of Mystara. Afterwards, with the institution of the official Church of Renardy he was honoured as Saimpt Loup, even if the nomadic lupins continue to worship him as Luup the Black. Personality: Saimpt Loup is the most ancient and unmerciful of the lupin Immortals and promote the traditional values of the past: nomadism, tribal loyalty, ferocity and survival of the strongest. Loup is associated with winter and night, death and famine, and represents the bestial nature that exists in every lupin. In open contrast with Saimpt Clbard, Saimpt Loup incites the lupin to listen to their blood remaining faithful to the traditions of his own clan, and to follow the way of the warrior and the nomad. The priests of Saimpt Loup are traditionally responsible for the funeral rites, even if presently the followers of Saimpt Clbard have tried to avoid this restriction; indeed the Loupians prefer to bury their dead on the traditional cairns, while the Clebardians (more wealthy) have started to construct marble mausoleums and tombs in which they want all the lupin bones buried. Patron: Korotiku Allies: none Enemies: rivalry with Saimpt Clbard Alignment of followers: any Favoured weapon: natural weapons (allowed all small slashing and piercing weapons) Clerics skills and powers: +1 bonus to Strength, +2 bonus to general skills survival and necromancy (not free) Domains: Thought, Law, Evil, Death Preferred weapon: natural weapons Source: SCS, Dragon 237

MAAT
(Mitra, Snotra) Patroness of Honour and Justice, Patroness of Honesty and Purity
Level, Alignment, Sphere: 30th (Eternal), LG, Matter Symbol: A white plume Portfolio: Justice, honour, virtue, honesty, order, integrity, loyalty, redemption, fighting evil and chaos

Worshipped in: Alphatia, Isle of Dawn (Helskir, Thothia), Hollow World (Nithia), Known World (Darokin, Northern Reaches, Thyatis, Ylaruam) Appearance: A beautiful woman with a noble and determined figure, long black hair that covers her shoulders, hazelnut eyes dyed with black lines that shine with magnetic strength and disarming sweetness at the same time, clad with an elaborated white Nithian robe that highlights her statuary physique, wearing an emerald amulet in the shape of a scarab on her heart, a scale with a white ivory plume on one of the two plates in her left hand and a sword in her right hand (a khopesh or a katana, according to the culture), ready to mete out justice and stand for the cause of Law and Good. History: LIKELY THEORY: During her mortal life at the beginning of the Nithian civilization, Maat was a paladin renowned for her beauty, her courage and her virtue. She was a brave warrior-leader of a small tribe that dwelt near the springs of the river Nithia, and her faith in justice and respect for traditions served as leading example to many during her life, bringing order and civilization among the savage Nithians. Her passionate defence of justice and life were so strong that she never let herself be overcome with rage or spite. She always respected her oaths, refused to kill babies, women and innocent animals, and gave mercy to all those who surrendered (something very odd for the savage Nithians of those times). Many Entropics tried to lure them away from the cause of good with tricks, temptations and false promises, but she never abided her principles. Her virtue and goodwill was so striking that she deeply impressed Terra, and the immortal chose to test Maat one more time, to understand if she was worth embarking on the path of the Polymath. During Maat's stay in the Delta region, a harsh famine hit the area, followed by a devastating disease that decimated the families living there. No matter how hard she tried to put an end to both disgraces with her powers and cooperating with the local clerics, Maat could not succeed. The local sages pleaded then the most important oracle for a solution to their affliction. The Sphinx gave them a clever riddle that eventually Maat solved: the gods were testing their worshippers, and only if they had given Mother Earth (Mut) the purest and most innocent thing they possessed, this purity would have healed both the land and its inhabitants from their diseases. The high priests met and they convened that they had to sacrifice a newborn child, whose pure soul would have been offered to appease Mut. Aghast by this decision, Maat proposed to switch place with the baby, since she was still a virgin and had always acted on behalf of the cause of Good. The high priests however were too terrified to fail and they refused Maat's proposal. During the public ceremony however, Maat interfered and paralysed the clerics with her magics, sacrificing her life on the altar to save the region, the afflicted and the newborn child. Great was the astonishment among the people when they saw a huge vulture (Mut's symbol) hovering down from the sky and catching between her massive claws Maat's corpse. Then it took off flying westwards, and wherever Maat's blood fell the plants grew and the diseased were healed. The people of the Delta celebrated Maat's sacrifice that renewed their world and they started worshipping her as Mut's daughter. Sufficiently convinced of Maat's goodness, Terra reincarnated her erasing her memories and pushed her onto the Path of the Polymath, with the task of retrieving each time the Ivory

Plume, a powerful artifact of Matter. Maat never failed Terra's expectations, and all his epic deeds in various part of the Nithian basin resulted in creating a true cult that worshipped Maat as patroness of Justice and Purity, associating her to the Ivory Plume. When Terra gave her back all the memories of her past lives, Maat understood she was near attaining immortality and set out for her last quest: the unification of the tribes living in the Nithian valley. On her path she stumbled on Chardastes and freed him from his slavery. After hearing his story, she vowed to help him reclaim his lost throne seeing an opportunity to reach her goal. They allied with the mighty Pflarr, and after a brutal war against Apophis they were able to unite the various duchies of High Nithia under the banner of the Kingdom of Nithia ruled by Chardastes. After building the Pyramid of Light, a towering monument to the glorious Justice of Ra she embodied, Maat was struck down by a ray of sunlight in the middle of the night and she ascended to the heavens after completing the path of the Polymath in BC 1530. Following Chardastes's orders, the Nithians created elaborated rituals to worship Maat, who became the embodiment of divine Justice. Maat became thus a ground figure in the Nithian pantheon (goddess of honor and justice, mother of Nithia), broadening then the base of her followers when the Nithians expanded their influence to the four corners of the world. At Nithia's downfall (which she helped to cause after assessing the corruption that had almost devoured the heart of her nation) her cult survived in different areas. She's currently worshipped on the outer world mostly by secret cults that have the duty of guarding ancient forbidden Nithian mysteries and of preventing Chaos and Evil to spread on Mystara. Personality: Maat is patroness of justice and noble ideals, sacrifice and goodwill, honour and loyalty, and of all those who use their talents for the cause of Good, fighting against Evil and Chaos with virtue and bravery. The way of Maat consists of strict moral and honour codes, celibacy and prayer, charity and respect of laws. Because of her passionate defence of the cause of Matter, Law and Good she became the fierce enemy of all the Entropic and Chaotic forces who want to subvert the natural order for sheer pleasure or malice (including Korotiku and Eiryndul). Patron: Unknown [likely: Terra] Allies: Chardastes, Terra, Paarkum Enemies: The Entropic Immortals, Korotiku, Eiryndul Classic D&D Stats: Followers' alignment: Lawful or Neutral; clerics must be Lawful Favoured weapon: Khopesh and bastard sword or katana (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Strength and Wisdom, bonus "Detect Lies" skill. Cleric are obliged to respect Maat's Code (the most important points of this Lawful code are: always issue a challenge before attacking; give a swift and honourable death to a fellow brother if he demands it; never reveal the order's secrets nor betray the cult; always fight injustice respecting the laws; offer sacrifices at the end of each successful battle). Paladins' skills & powers: Lay on hands, bonus "Detect lies" skill, obliged to follow Maat's code (see above). D&D 3E stats: Domains: Matter, Law, Good, Justice Preferred weapon: Khopesh or bastard sword

Source: Master & Immortal set, WotI

MACROBLAN
Level, Alignment, Sphere: 12th (Temporal), LE, Matter Symbol: A gold coin with an M engraved on its sides Portfolio: Prosperity, trade, wealth, money, greed, tanagogres Worshipped in: Skothar (Tangor), Immortal's Arm (Gombar) Appearance: A black tanagogre (half-ogre and half-Tanagoro breed, aka ogrekin) with a sly and cunning look on his face, wearing a white turban with a huge sapphire and rich garments and carrying two bejewelled curved daggers at his belt. History: LIKELY THEORY: Macroblan was a tanagogre (ogrekin) that lived in ogre-ruled Tangor around first and second century BC. Son of a rich merchant, as a result of his frequent job trips he organized a wide net of contacts and allies throughout the Tangor Peninsula, and eventually started the social revolution that in the following three centuries would have carried tanagogres to overthrow the ogres and replace them as true rulers of Tangor. In his irresistible political and commercial rise, Macroblan sought the alliance of the upper military and clerical echelons, and towards the end of his life he began to worry about what would have happened to his immense wealth. He began thus to look for ways to survive beyond his mortal lifespan and to cheat time, commissioning expensive elixirs of longevity and amulets against aging. However, after various mildly successful attempts it became clear that he needed to find another way to live eternally, since the previous resources were feeble and not always useful. Therefore he began to accumulate books regarding mythologies and religions and he studied them. Eventually he understood that it was possible for mortals to transcend their existence to become deities, but only after accomplishing difficult and time consuming quests. Macroblan started his pilgrimage to the highest peaks of Tangor in order to visit the oracle of Sumag (Terra), and when he presented her his gifts the goddess appreciated his devotion and revealed him the secrets of the path of the Polymath to become Immortal. Macroblan was therefore reincarnated first as a Tanagoro slave, then as an ogre nobleman and then in a cleric of Sumag, in order to understand all the existing social differences in his civilization. In every reincarnation he recovered the relic he quested for, the Stone of Prosperity, and finally departed for the last quest with his group of allies. He completed the path of the Polymath in the first century AC, after uprooting a clan of dangerous giants that threatened the northern part of the Tangor peninsula and founding a shrine on the ruins of their fortress, where according to the local legends his priests guard the Stone of Prosperity as well as the immense wealth he left after his ascension. Personality: Macroblan is a calculating and extremely determined immortal, an opportunist that takes advantage of the mortals' greed for his own purposes and that teaches a philosophy based on the cult of wealth and material gains as symbol of power and prosperity. Macroblan acts only for his personal gain, as his quest for immortality testifies (he merely wanted to preserve his wealth for eternity and he succeeded). His overwhelming greed alienated him even his sponsor's protection over the centuries, and now Macroblan must act

Patron of Wealth and Money, Patron of Trade and Prosperity, Patron of Tanagogres

cautiously and only when his interests are best served. For this reason Macroblan allies with whatever immortal can guarantee him a personal benefit, and he does not think twice before ditching these alliances once he gets what he wanted. Luckily, his smooth-talking and oily manners help him to avoid making powerful enemies, and even those immortals he offend tend to forget his trespasses quite fast. Patron: Unknown [likely: Terra] Allies: None stable Enemies: None stable Classic D&D Stats: Followers Alignment: Any; clerics must be Lawful or Neutral Favoured weapon: None (allowed all one-handed bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, free Appraise general skill D&D 3E Stats: Domains: Matter, Law, Evil, Trade Preferred weapon: Light mace Source: IM3

MADARUA
(Sif, Yarella) Patroness of Warrior Maidens and Amazons, Patroness of Cynidicea and Kerswig, Patroness of Fertility

Level, Alignment, Sphere: 19th (Empyreal), NG, Energy Symbol: A sickle and a short sword crossed under a womans visage Portfolio: Amazons and fighting women, courage, life cycle, fertility, Cynidicea and Kerswig Worshipped in: Known World (Cynidicea, Darokin, Northern Reaches, Thyatis), Davania (Pelatan), Isle of Dawn (Helskir), Hollow World (Traldar), Midlands (Kerswig), Norwold Appearance: A woman with an indomitable gaze wielding a short sword and wearing a green tunic under a chain mail and bronze helmet that hides her face, something that prevents telling which ethnic group she belongs to (this way she is regarded as the typical warrior woman by many different cultures). History: LIKELY THEORY: Madarua was born in 525 BC in the Nithian Empire during its moment of greatest turmoil. Daughter of a high ranking scribe, she distinguished herself for her courage and her indomitable will, as well as for her spite towards the male dominated Nithian society. At the age of 16 during a moment of forced intimacy she killed her promised groom, a wicked and powerful nobleman. She was thus forced to escape from Ranak, the imperial capital, in order to avoid her parents punishment and the grooms relatives revenge. She found shelter in one of the southern cities, where a devout cleric of Maat decided to protect her after hearing of her troubled vicissitude. She was thus introduced to martial arts to be able to defend herself, and she became one of the few warrior women of Nithia. Together with her teacher, Thanaat, she fought a hidden war against the Pharaoh and his corrupted officers for years, trying to help the commoners and avenge the injustices committed by nobles and politics. Unfortunately, their efforts were not enough to save Nithia from its doom. Chased by the city guards for an assault against the palace of the Prince which ended up in Thanaats death, Madarua and her companions fled in the desert and here they were caught by the storm sent

by the immortals to sweep away Nithia once and for all. Madarua was saved by Maat because of her virtue and good heart, and when she awoke the only memory that remained her was that she and her companions got lost when her tribe was attacked by desert raiders. Madarua became the leader of the party and led them across the desert, turning his band into nomadic shepherds. Because of her proud character she always refused to accept the marriage proposals she received from her followers, and thus she was renamed the Virgin Warrior. During a particularly violent sandstorm the now elderly Madarua was separated from the rest of the tribe, and forced to find refuge in a cave near the mountains to survive. Here she was helped by a goodwilled sphynx, which tested her qualities and judging her pure, allowed Madarua to drink at the fountain of youth she was guarding. The water healed all her injuries and returned her to her twenties. The enigmatic sphynx also foretold that Madaruas destiny was still long to be fulfilled, and that she needed to brave the dangers of the desert once again, heading west, if she wanted to accomplish what the immortals had planned for her. Madarua followed the sphynxs prophecy and thanks to her blessing she eventually stumbled upon the hidden reign of Cynidicea in BC 454, where she settled. She quickly was admitted into the elite brigade of the royal guards because of her fighting skills, and in BC 446 she saved the royal heir of Cynidicea from a conspiracy. This feat earned her the eternal admiration of young prince Tyrsus as well as his fathers (King Gorm) trust. Once ascended to the throne, Tyrsus proposed Madarua to become his consort, helping him to rule the kingdom wisely and protect it against the external and internal threats. Thus Madarua became Queen of Cynidicea. Later she discovered by accident the ancient scrolls that belonged to King Gorm, which he had used to unveil and pursue the path to immortality in the sphere of Energy. Coming to the conclusion that Gorm had indeed succeeded in his path, Madarua became focused on following his tracks and become a deity herself. After Tyrsuss death, Madarua took the reins of rulership in her capable hands and instructed her only son, Kallikrates, until she deemed him ready to succeed her. In BC 415 Madarua abdicated in favour of her son and vanished in the desert, looking for a place to begin her quest. She ended up in the Midlands of Brun, where under the name of Yarella she founded the nation of Kerswig and under the sponsorship of Thor, she became immortal in the sphere of Energy seventy years later. Once immortal, she returned to Cynidicea and sent omens to some wise men that introduced her cult in the kingdom, becoming the second immortal patron of Cynidicea after Gorm. She is also revered in Kerswig as Yarella, by some amazons in Davania, and in the Northern Reaches as Sif, wife of the Thunderer. Personality: Madarua is bold, self-confident but not boisterous. She promotes equality among men and women, and teaches her followers (females above all) to fight in order to show males they need to be treated with respect like equals the males. At the same time she also warns women not to gain all typical male defects, praising instead the typical female virtues like temperance, sensitivity, wisdom and faithfulness. Madarua embodies the classic figure of the warrior maiden and she is also worshipped as bringer of fertility and renewal of the natural cycle of life and death (her holy days are in fact the solstices and equinoxes). Madarua is a faithful ally of Thor, to whom she is tied by a

strong passion, and of Diulanna, who shares the ideals of Madarua, and she has sealed a pact of alliance with Gorm and Usamigaras in order to protect Cynidicea, even if she resents Gorms male chauvinism. Patron: Unknown [likely: Thor] Allies: Thor, Diulanna, Usamigaras, Gorm Enemies: None Classic D&D Stats Followers Alignment: Any; clerics must be Lawful o Neutral Favoured weapon: Short sword (allowed short spear, sickle, and all one-handed bludgeoning weapons) Clerics skills and powers: +1 bonus to Strength, free Fighting Instinct general skill, +2 to any one skill tied to agriculture or nature (not free). Madarua accepts only female clerics. D&D 3E stats: Domains: Energy, Good, War, Courage, Fertility Preferred weapon: Short sword Source: B4, WotI, Dungeon magazine #53 (Yarella)

MAHMATTI RUNNING ELK


Patron of the Clan of the Elk
Level, Alignment, Sphere: 13th (Celestial), N, Energy Symbol: a clay pipe Portfolio: clan of the elk, protecting the children of Atruaghin, wisdom, nature, magic Worshipped in: Known World (Atruaghin clans) Appearance: a human of venerable age of wiry build, with his skin tight to his bones and burnt by the sun, a network of whitish wrinkles on his face and a wise and friendly look. He always carries with him a pipe, wearing simple clothes of hide (shirt and trousers) and wearing his hair shaved on the sides and collected in a pony tail that descends from the centre of his head. History: Mahmatti was a member of the clan of the Elk and lived many centuries after the liberation of the clan and the creation of the Plateau by Atruaghin. Many legends tell that he was the most powerful shaman that ever lived, capable of commanding any force of nature. He was obsessed by the will of dispelling the present corruption of Atzanteotl on the clan of the Tiger and for this studied at length the way of druidic magic, of shamanism and even the arcane magic of the foreigners, until he was at the point of achieving his aim. Unfortunately, Atzanteotl was aware of the danger and sent some members of the clan of the Tiger into the village of Mahmatti, where they assassinated a violent man and left traces that indicated the guilt of Mahmatti. The shaman was incapable of exonerating himself and was thus condemned to death. Thanks to his magic he fled swearing that he would come back with the truth, and for this was banished by his tribe in a special ceremony according to the laws passed down by Atruaghin. Like the great unifier had in fact, Mahmatti also sought the knowledge by travelling abroad, and ended by being trapped in the web of lies of a witch that lived on the mountains of the Silver Sierras, to the border between High Lands (at that time still uninhabited) and eastern Sind. When he was heart-broken that the woman had been using magic to drain his spirit and gain power, Mahmatti fled but at this point was too weak and was prematurely aged (despite having thirty years to see the double-cross). Returning therefore to the land of the clan of the Tiger, he found and killed the true guilty of the murder of which he had been accused, and after having

captured the head of the assassins, he brought him alive in front of the elders of the clan of the Elk. Here the sages gave their judgement, and he really died while his daughter completed the ritual for readmitting him into the clan: on his face all could see the serenity and great composure. Just for force of the achievement of this enlightened state, the soul of Mahmatti was welcomed by the Great Spirit (Ixion) who required him to make a choice: he could join with his ancestors with honour, eating and living in harmony with the spirits for all eternity, or he could enter the path that could lead to him being one with the universe and with the spirits, in a position to continue to watch over his people. Mahmatti chose the most roundabout way, and it was thus that he undertook the path of the Paragon in the Spirit World, finally becoming Immortal in 452 BC among the ranks of Energy. Personality: Mahmatti is the spiritual guide of the various clans, a sage always on the search of new knowledge. He doesnt like physical fights or hotheads, and is loyal to Atruaghin and to his mentor Ixion, while showing a mixture of pity and contempt for Atzanteotl, who he considers a creature devoured by his loneliness and by hate. Patron: unknown [presumed: Ixion]. Allies: Atruaghin, Ixion Enemies: Atzanteotl Alignment of followers: Lawful or Neutral; clerics must be Neutral Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Wisdom. Clerics of Mahmatti have access to the first three levels of druid spells as well as those of the cleric, but have the same limitations as druids for using weapons, armour and magic items. Domains: Energy, Magic, Plant, Animal Preferred weapon: quarterstaff Source: GAZ14, WotI

MALAFOR
Patron of Merrow, Dolphins' Friend
Level, Alignment, Sphere: 13th (Celestial), NG, Matter Symbol: A blue dolphin Portfolio: Merrow, dolphins, protection and prosperity of the aquatic races and the oceanic ecosystem. Worshipped in: Undersea and all the oceans. Appearance: A lithe and nimble male merrow with long turquoise hair and tanned skin and a dreamlike expression on his face, clad with a simple seaweed gown, holding a spear and wearing a shells necklace. His second manifestation form is that of a huge blue dolphin with two sparkling eyes and a golden fin. History: Malafor was the merrow that bonded the dolphins to his race. Legends tell he was the first who understood and taught to his kin the language of dolphins and whales, but the truth is a bit different. LIKELY THEORY: Malafor was born a merrow in the Sunlit Sea around XVII century BC. He was famous for his great love for the oceanic wildlife and especially as a great trainer and tamer of whales and dolphins. Together with a group of close friends, he started a long voyage across the known seas looking for new aquatic species and lost knowledge. During his epic quest, he overcame many difficulties and never failed to protect the aquatic species from catastrophic events or from the evil machinations of Entropic forces or the landdwellers. During the course of his trek, Malafor came in

contact with the immortal Terra, who tested his skills and goodwill before showing him the Path of the Polymath. Malafor was thus reincarnated into a triton mage, then in an Aquarendi and finally in a dolphin, and he always completed the tasks that his patron gave him. Once he regained his full memories and his merrow form, thanks to his knowledge and the fame he had acquired during his epic quests he was able to teach to his kin the dolphins' language, and sealed an oath of eternal friendship and alliance between merrows and dolphins to help each other prosper in the seas. As proof of his deed for the future generations he created the Gift of Malafor, a colossal sculpture carved in the oceanic floor of the Sunlit Sea depicting a merrow surrounded by a school of dolphins. This way he became immortal in the sphere of Matter in BC 1440 as patron of all merrows and all dolphins, and as protector of the aquatic wildlife. Personality: Malafor is a good willed immortal that really cares for his followers' well being, even those who ignore his existence (the animals). For this reason he preaches his clerics and worshippers to have an active role in the events that influence the marine ecosystem, trying to protect the weaker creatures and their own habitat. He loathes Crakkak, who killed thousands of dolphins before attaining immortality, and despises Saasskas, whose evil plots threaten peace and life in the Sunlit Sea. Patron: Unknown [presumed: Terra] Allies: Terra, Calitha Enemy: Saasskas, Crakkak Classic D&D Stats: Followers' Alignment: Any; the clerics must be Neutral or Lawful Favoured Weapon: None (allowed the trident, the short spear, the dagger and the net) Clerics skills and powers: The clerics can magically turn into a dolphin once a day (acquires physical statistics of the dolphin, maintains his own mental characteristics, Saving Throws and THAC0, but cannot carry with him objects nor use his own special powers, can speak Dolphin tongue, +2 bonus to Train Dolphins general skill (not free) D&D 3E Stats: Domains: Matter, Good, Animals, Sea Preferred Weapon: Half Spear Source: PC3, WotI

MALINOIS, SAIMPT
(Maleen, The Wereslayer, The Avenger) Patron of Lupins, Patron of Hunting and War, Lord of Just Vengeance
Level, Alignment, Sphere: 14th (Celestial), NG, Thought Symbol: A vertical sword with blade pointing down and two arrows on its sides crossing at the tip of the blade Portfolio: Lupins, hunting, war, courage, just vengeance, weapons, hunting lycanthropes Appearance: A bastard lupin with jackal-headed snout and light brown fur, sporting a keen eye and a lithe and athletic body. He normally wears dark hunter's clothes and carries a sword and a knife at the belt and a longbow on his shoulders. Worshipped in: Renardie, Sind and wherever you can find lupins

History: LIKELY THEORY: Maleen was born by an act of ultimate hatred. His mother was a lupin with Hutaakan blood raped by some gnolls during the gnoll invasion of the Traldar kingdoms. Maleen grew up as an outcast, and once he reached puberty, he left the Hutaaka Valley where his clan was dwelling and started roaming between Nithia and the cold inhospitable lands of the north-west. During these years he honed his skills as ranger and lone hunter. Later, when the massacres and raids brought about by tribes of gnolls and lycanthropes, Maleen's efforts were directed to make humans understand that there was a big difference between lupins and the other "dog-like" breeds. With the passing of time, many young lupins gathered around him and they formed a brigade of hunters renowned in the Nithian territories for their courage and skills in battle. It was during his later adventures that Maleen stumbled upon the Pit of Corruption, an ancient Entropic artifact which had been used by Taymora first and Nithians after to produce aberrations like gnolls, thouls and lycanthropes. When Maleen discovered that some Nithian priests were planning to sacrifice innocent lupins to create some other crossbreed, he went to the Hutaaka sages looking for a way to destroy it. They guided him towards the Amphora of Purity, a long lost artifact of Thought, the only thing that could have destroyed the wickedness of the Pit. It took Maleen the quest of his life to find the amphora, and all the while the Nithians went on with their experiments. When he finally came back to Nithia and destroyed the Pit, Maleen received an omen from the immortals and he realised he was way ahead on the Path of the Epic Hero. So he crafted a new legendary weapon and taught his own son to succeed him and pass his legend onto the future generations. Maleen became immortal in BC830 under Korotiku's patronage, and soon he became a legend and a god among the lupins of the entire world. Later with the reform of the Renardois Church he became known as Saimpt Malinois in that nation, although he is still known simply as the Wereslayer or the Avenger or Maleen the Hunter by many lupin tribes. Personality: Saimpt Malinois is the most active of the Lupin Immortals and his cult has always regarded the act of hunting as holy in the lupin society. His followers show a deep respect for the game as they understand that its death brings them life. Saimpt Malinois encourages the lupins to follow the path of the warrior and the hunter, he protects the brave and the soldiers, and he's the patron of armourers and weapon smiths. He has also been nicknamed the Avenger since his followers have the duty to right the wrongs and administer the justice in lupin tribes. Malinois's priests also have the duty to bless lupins before a hunt or a war. Maleen considers true allies only Korotiku and Saimpt Mtin, while he has taken to despise Ruaidhri Hawkbane, who let his soul be corrupted by the hatred towards lycanthropes. He is also a fierce enemy of Mrikitat, Zirchev e Orcus, responsible in his vision to cover up the mischief created by the werecreatures. Patron: Korotiku Allies: Saimpt Renard (Korotiku), Saimpt Mtin Enemies: Orcus, Mrikitat, Zirchev, despises Ruaidhri Hawkbane Classic D&D Stats: Followers' alignment: Any Favoured weapon: Longsword (allowed all one-handed slashing weapons and all kinds of bows)

Clerics' skills & powers: Bonus general skills Hunting and Tracking, +2 bonus to general skills Smell and Resistance D&D 3E stats: Domains: Thought, Good, War, Hunting, Vengeance Preferred weapon: Longsword Source: Savage Coast Sourcebook

MARWDYN
(The Hanged Man) Patron of Necromancy
Level, Alignment, Sphere: 7th (Temporal), N, Energy Symbol: a hangmans noose Portfolio: necromancy, death, magical research, unpredictability Worshipped in: Alphatia Appearance: a pallid and emaciated individual, with a morose smile always stamped on his cadaverous face, a noose that hangs from his neck and dressed in simple clothes of dark linen that change to reflect his mood (from simple black trousers, tunic and cloak to a silk toga of loud colours, through a series of ragged beggars clothes, finally to a true and proper greyish shroud) History: Marwdyn was a Bellissarian wizard during his mortal life, but unlike the unmerciful and power thirsty mages of his time, he was always an individual good-natured with all, also with his enemies, granting his rivals the possibility of submitting or fleeing, even if then, when these refused, he was forced to act in drastic ways. During his first years of apprenticeship in the arcane arts he was assaulted by the crowd and hung for his necromantic practices. His mentor, taken by remorse, did his best and was able to quickly revive him and the two left Bellissaria moving to the Alphatian continent, even if from that moment Marwdyn was not himself (and this resulted in his neck always being oddly tilted). Fascinated by necromancy, he very soon became a luminary and for not causing trouble with the common people, choose to settle in an isolated and wild area in central Alphatia (the future kingdom of Blackheart), where he carefully placed clear warning signs around the perimeter of his estate. When he later discovered the path for becoming Immortal, he officially notified all the spellcasters within 200 km of his abode his intension of being recognised by all as the most powerful of the area, and those that refused him were driven away or honestly faced. All his apprentices never lacked appreciating his character and competence, and even to his departure from mortal life, when he finally became an Immortal (around the II century BC), Marwdyn was assured of passing on to his followers a generous bequest for helping in the future and was just thanks to his efforts and to his heritage that was founded the Kingdom of Blackheart, of which he is the patron. Personality: Marwdyn is unmistakably an eccentric individual, who loves to speak of himself in third person and devising solutions always original and alternative for resolving any question. Loves using magic, especially that unknown and dangerous, for producing flashy and dramatic effects, and possesses a positively macabre humour (at times even nasty) that is also clear in his followers. He remains anyhow a benign and bizarre Immortal, strongly interested to the research of new magic effects (especially necromantic) but little inclined to meddle in the affairs of mortals (which has certainly not helped him to progress in the ranks of the Immortal

hierarchy), and is a good ally of Nyx, for who he has a special attraction to. Patron: unknown [presumed: Razud] Allies: Nyx Enemies: none Classic D&D Stats: Alignment of followers: any Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: after being raised from death gain a +1 bonus to Wisdom (only the first time), +2 bonus to either necromancy or funeral lore at the clerics choice (not free) D&D 3E Stats: Domains: Energy, Death, Magic Preferred weapon: dagger Source: IM3, WotI

MASAUWU
(Enebaan, the Ambassador, the Infernal Judge, Namtaru) Patron of Spokesmen, Patron of Deceit and Subterfuge, Patron of Temptation

Level, Alignment, Sphere: 28th (Eternal), NE, Entropy Symbol: A Y (meaning a junction or fork) Portfolio: Fast-talking, intrigue, deceit, illusion, politics, brainwashing, temptation, corruption, sponsoring new Entropic candidates, thieves, spies and con-men Worshipped in: Known World (Thyatis, Darokin, Karameikos, and Minrothad), Isle of Dawn, Ochalea, and Alphatia, Savage Coast (Herath, Vilaverde, Texeiras, Torren, Narvaez, Gargona, Almarrn, and Saragn) Appearance: FIRST Manifestation Form: a tall dark skinned man, always perfect shaven, elegant and with a charming smile, high cheekbones and black mesmerizing eyes, clad with rich silk garments. SECOND Manifestation Form: a burly, wiry 4' tall black man wearing animal skins and holding a big flaming torch as weapon. History: During his mortal life, Masauwu was a charismatic Nithian con-man who lived on the Minrothad isles. His persuasive skills were so honed and impressive that nobody could resist his fast talking, and he always managed to get what he wanted (money, women or protection), duping his unwitting victims. He basically lived off others as a parasite, deceiving people to live off their earnings. He was an amoral and ruthless man who lived only to satisfy his desires. He managed to escape law and punishment for his crimes for a long time thanks to his cunning and him being constantly on the move, until the day when a group of victims burning with vengeance teamed up and caught him unaware. He was tied to a pole to be burnt alive, but he was miraculously spirited away by Hel before dying. The Entropic immortal had noticed Masauwu already, so she proposed him to become his lackey, since she needed a cunning and diplomatic person as him to increase Entropy's power in the Multiverse. With great pleasure Masauwu embarked on the path of the Deceiver and finally became immortal around VI century BC, leaving behind his trail only chaos, mayhem and deadly feuds and contributing to Nithia's downfall. Personality: Now Masauwu acts as spokesman and diplomatic envoy for the Sphere of Entropy during official meetings with

representative of other spheres (oftentimes when the Entropy hierarch doesn't want to or cannot attend personally) and is constantly monitoring the mortals on the Prime to look for potential candidates for the sphere of Entropy. However, rather than concentrating on evil types, he likes better to corrupt heroic champions of Good, leading them to perdition and later chaining them to the cause of Entropy. Being a great manipulator of other's will, Masauwu rarely uses brute strength to reach his aims and is perfectly capable of deceiving other immortals when needs be, always framing somebody else and thus causing more strife and chaos among the spheres. Patron: Hel Allies: None (occasionally Hel) Enemies: Thanks to his diplomatic skills, he has no permanent enemies since he's always very careful not to offend powerful immortals with his machinations (or at least not to get caught while doing it) Classic D&D Stats: Followers' alignment: Any; clerics must be Chaotic Favoured weapon: None (allowed all bludgeoning weapons, all types of daggers and one type of sword at cleric's choice) Clerics' skills & powers: +1 bonus to Charisma, bonus "Persuasion" skill, bonus language, +2 bonus at anyone of the following skills (cleric's choice) Deceiving, Diplomacy, Fast talking, Persuasion, Etiquette Avengers' skills & powers: +1 bonus to Charisma, +2 bonus to "Deceiving" skill Spells: feign death (2nd), deceit (4th), impersonate (6th), demonic metamorphosis (7th). D&D 3E Stats: Domains: Entropy, Evil, Deceit, Illusion, Persuasion Preferred weapon: Club Source: GAZ9, WotI, SCS

MTIN
(Brother Shell) Patron of Renardy, Patron of Guardians, Protector of Lupins and Tortles
Level, Alignment, Sphere: 7th (Temporal), LG, Thought Symbol: a blue shield with a white tower at the centre Portfolio: Renardy, lupins, tortles, security, protection, guardians, fortresses, sacrifice and martyrdom for the homeland Worshipped in: Savage Coast (Bellayne, Dunwick, Renardy, Territory of the Tortles) Appearance: a grey-skinned, fat doggerman lupin with a firm frown, protected by mail armour and armed with a heavy mace, with a tabard that carries the symbol of his order worn with pride. The second form is that of a fat male tortle, with a pointed snout, his shell painted blue with the symbol of the white tower, and a mace in his fist. History: PROBABLE THEORY: born in Renardy in 470 AC, Mtin was reared by his father with strong values of patriotism and charity towards the weak. Gifted with a robust and imposing build since he was a young person, Mtin is always distinguished by his good heart and a certain light heartedness that allowed him to take on any task, besides the more audacious and risky without any fear. In the course of his many travels over the Renardois land for defending the weak and decided finally to become a priest of Maleen (Saimpt Malinois). After years spent in the

borderlands defending the lupin colonists from the assaults of the goblinoids and from the effects of the amber lotus plants, Mtin succeeded to convince many of his brothers and numerous small lords that they needed to remove the problem of the pollen of the amber lotus to avoid future disasters. On the strength of the assistance won with years of service and sacrifice, Mtin was presented in front of the king and gained from him the assignment of building the defences that have protected the country from the dangers of the north. It was so he designed an ingenious system of locks placed on the River of Dreams for purifying the water and to render secure the area, and Mtin founded an order with the aim of protecting the construction of the locks. His order was at once put to the test when, following the destruction of many hectares of amber lotus by the lupins for winning the new cultivated land, the Yazi goblinoids attacked Renardy as a response to their escape. It was especially thanks to the contribution of the order of Mtin that the lupins repulsed the assailants and succeeded to complete the system of locks that purified for always the water of the River of Dreams, rendering the rest of the Renardois plains free from the threat of the lotus. Mtin fell in the final battle against the (511 AC), and on that site was later built the castle of Roan (Chteau Roan), a fortress that became the base of the Order of Saimpt Mtin, dedicated to the protection of his nationals and to the safeguard of the health of the Renardois. In truth Mtin didnt die in that place, but prefers that others him dead to allow him to freely continue the path of the Epic Hero. In the following years there were numerous witnesses to his appearance in Renardy, and this contributed to defend the news of his ascension among the ranks of the saints, so that his order always acquired more importance and he already enjoyed a large number of followers when becoming Immortal at the end of the VI century AC. Personality: Saimpt Mtin is worshipped by all the Renardois as the greatest protector of their homeland, and he exhorts his followers to never dishearten and to always defend the weak and the homeland. He is a great friend of Saimpt Ralon, and a good ally of Saimpt Malinois and Saimpt Clbard. In the last century the tortles have started to worship him as Brother Shell the protector, son of Mother Ocean (Calitha) and Father Earth (Ka). Patron: Saimpt Malinois Allies: Saimpt Renard (Korotiku), Saimpt Clbard, Saimpt Ralon, Saimpt Malinois Enemies: Immortal patrons of the goblinoids Classic D&D Stats: Alignment of followers: any; clerics must be Lawful Favoured weapon: mace (allowed all bludgeoning weapons) Clerics skills and powers: free defensive martial arts skill Paladins skills and powers: +1 to attack rolls vs. goblinoids D&D 3E stats: Domains: Thought, Law, Good, Protection Preferred weapon: heavy mace Source: SCS

MEALIDEN STARWATCHER
Level, Alignment, Sphere: 23rd (Empyreal), NG, Energy Symbol: A rainbow with one star above and one under it

(The Guardian, Milan, The Red Arrow) Patron of Alfheim, Caretaker of the Elves, Patron of Explorers and Adventurers

Portfolio: Elves, Alfheim, protection, guardians, loyalty, war, adventure, exploration Worshipped in: Known World (Alfheim), Immortal's Arm (Aeryl), Savage Coast (Almarrn, Dunwick, Gargoa, Narvaez, Saragn, Texeiras, Torren, Vilaverde) Appearance: A young warrior elf with a daring smile, clad in practical hunting clothes with sylvan hues. He always carries a longbow on his back and has many sparks hovering around his head, which move slowly when he is calm and quicker when he's agitated. History: During his mortal life them, Mealiden was an elven adventurer that lived in the Sylvan Realm. When his homeland became surrounded by threatening human nations that rose along the borders and the elves remained besieged in their paradise, Mealiden concentrated his efforts in finding a way of escape for his kin, until he discovered the Rainbow Path. After assuring Ilsundal's approval of his epic quest, Mealiden was granted by the deity nine seedlings similar to the original Tree of Life, with the purpose of giving a relic to each of the clans who would have followed him through the Rainbow Path. He led the majority of the elves away from the Sylvan Realm and travelling through the magical gateway of the Rainbow Path in BC 800 they landed in the south-western corner of the current Thyatian mainland. After being chased away by the humans who inhabited those lands, they were helped by the elves who already lived in the area (the Vyalia, descendants of those who had split from Ilsundal's migration 1300 years before), and for a brief time they settled in their forest. Afterwards, Mealiden guided his followers northwards, until he found an empty grassland in the heart of current Darokin. Here the elven mages began to use their powerful weather magic to change the climate and in less than a century a mighty forest sprung up: Canolbarth. When the rituals were completed, Mealiden was hailed first monarch of the new Kingdom of Alfheim in BC 700. He reigned wisely and protected his kin for more than 400 years, becoming also the most powerful spellcaster in the region especially after Nithia's downfall in BC 500. After creating a unique artefact, the Egg of the Phoenix, Mealiden abdicated in favour of his successor, Alevar, in BC 350, and having completed successfully the Path of the Paragon after a century he was finally acclaimed as immortal by his descendants. From that moment he acts as bodyguard of Ilsundal, and has never stopped to protect the elves of Alfheim, extending his guardianship also to many other elven communities of the Savage Coast. Personality: Mealiden is Ilsundal's right hand and bodyguard, the ever watchful caretaker of the Alfheimers and of all those elves who worship him. Little remained of the brisk and mocking character he had in his youth ever since he took on the responsibility of protecting and saving his kinsmen. He is a serious and strong willed immortal now, but he has not lost his love for adventures and epic challenges, and shows liking in bold and light-spirited adventurers. He is utterly loyal to Ilsundal's cause and occasionally cooperates with Zirchev, since both share the love for the woods and woodland creatures. He hates Atzanteotl, the nemesis of all surface elves, and fights all Ilsundal's enemies. Patron: Ilsundal Allies: Ilsundal and occasionally Zirchev Enemies: Atzanteotl and any enemy of Ilsundal Classic D&D Stats: Followers Alignment: Any; clerics must be Lawful

Favoured weapon: Long or short bow (allowed all short-sized slashing weapons, longsword and rapier) Clerics skills and powers: +1 bonus to Dexterity, bonus general skills Quickdraw and Rapid Shooting Paladins skills and powers: A free slot of weapon mastery with bows (long or short), +10% bonus to advance in the weapon mastery with bows [see Master set rules] D&D 3E stats: Domains: Energy, Good, War, Protection, Travel Preferred weapon: Long or short bow Source: GAZ5, HW, WotI, SCS, OHP

MINROTH
Patron of Minrothad, Patron of Hope and Prosperity
Level, Alignment, Sphere: 13th (Celestial), LG, Matter Symbol: A four feathered arrow Portfolio: Minrothad, patriotism, hope, wealth, prosperity, freedom Worshipped in: Known World (Minrothad) Appearance: A 30 years old athletic human with black beard & moustaches, short jet-black hair tied with a leather circlet, a typical Nithian nose, tanned skin, sparkling eyes full of hope, wearing sailor's clothes and a bronze cuirass with a silvered mace tied at his belt. History: LIKELY THEORY: Second son of a noble Nithian family during the XII century BC, he lived a pampered existence up until teenage, when Minroth (born Seker) took the clerical vows following his father's will. So he became a priest of Maat, patroness of honour, purity and law, and he put all his strengths into serving his goddess, his pharaoh and his nation. He led a honourable and pious life, sacrificing himself for the cause of justice and order, up until his old age, when Maat put Seker in front of a difficult position: he could have chosen between leaving his position and begin a quest to improve himself and purify his soul, or staying and spending the rest of his life teaching his successor in the ways of Maat. Showing great wisdom, Seker chose both pathways and departed his city together with some young adepts, travelling towards the southern provinces and at the same time walking the first steps on the Path of the Polymath. Only during his last incarnation he became Minroth, a valiant and heroic adventurer of the coastal region, who led a great number of Nithians southwards to settle the unexplored isles where his patroness Maat had revealed he would have found a great holy treasure. He founded Harbortown in BC 1100 and his followers gradually spread over the islands, while he became a leading figure among the settlers, inspiring them with a philosophy based on hope and greatness that later became famous as Minrothism. He revealed his followers that the Minrothad Isles were a holy site and that only the chosen ones could live here and prosper, because only here one could find the secret for eternal happiness. After Minroth's sudden disappearance (after he found the artefact he was looking for he simply left to complete his path to immortality somewhere else), the settlers started to believe he was an immortal who had chosen them to guard his sacred isles and would have returned to grant them eternal joy, so Minrothism took deep roots in all of the people living in Minrothad. Minroth himself became an immortal of Matter in the XI century BC and later he gave big signs to his followers to

strengthen his faith, which has escaped the Nithians' doom and still is the most worshipped in Minrothad, despite being confined there. Personality: Minroth is a wise and good willing immortal, who occasionally sends indirect omens to his followers to inspire them to a peaceful cooperation. He prefers to watch over them without interfering with their lives and teaches them that the best way to happiness is self-esteem, dedication to one's work and hope. Hope's the central point of Minrothism: faithful must hope in a better future created by the chosen of Minroth, a life where only those who work with honesty and passion can benefit from wealth and reach true welfare. Patron: Unknown [likely: Maat] Allies: Maat Enemies: None Classic D&D Stats: Followers' alignment: Any; Clerics must be Lawful Favoured weapon: Mace (allowed all bludgeoning weapons and short bow) Clerics' spells & powers: +1 bonus to Charisma, +2 bonus to ST vs. mind Spells, bonus skill to choose among Orientation, Persuasion or Appraise. Minroth's clerics can only eat, wear and use items created in the Minrothad Isles. D&D 3E Stats: Domains: Matter, Law, Good, Trade Preferred weapon: Mace (light or heavy) Source: GAZ9, WotI

Personality: From when he became Immortal the only preoccupation of Mrikitat has been to always favour the rise of the wererat race all over the world, seeking any way to give them a more developed intelligence, a plan that has brought about the creation of the greater wererats (a stronger and more astute breed of lycanthropes than their ancestors). Mrikitat is astute, unfaithful and extremely voracious, and not hesitate to betray any Immortal collaborators with him for his own advantage. Patron: Vanya Allies: none Enemies: Ruaidhri Hawkbane, Asterius Classic D&D Stats: Alignment of followers: clerics and followers must be Neutral or Chaotic Favoured weapon: natural weapons (allowed all small slashing weapons and the sap) Clerics skills and powers: +1 bonus to Dexterity, thief abilities hide in shadows, move silently and hear noise as a thief of equal level (wearing armour can penalise the use of the last two abilities) D&D 3E Stats: Domains: Time, Chaos, Deceit, Stealth Preferred weapon: short sword Source: PC4

NINFANGLE

MRIKITAT

(Mahes, Nin Fang-Le, White Claw) Patron of Rakasta, Patron of Hunting, Bravery and Battle, Protector of Nomads

Level, Alignment, Sphere: 19th (Empyreal), CN, Time Symbol: a triangular piece of orange cheese Portfolio: wererats, stealth, thieves Worshipped in: Known World (Darokin, Thyatis) and small communities of wererats Appearance: a rat-faced humanoid with a malicious look and hungry smile, penetrating blue eyes and sleek fur and black like the night, a fine gold ring pierced through an ear, and a bejewelled scabbard that holds a sword by the thin blade hanging from a wide belt. History: Mrikitat was the first wererat to appear on Mystara in 411 AC, awakened from his animal state by some magic experiments to which he fell victim, that gave him an uncommon intelligence and the ability to change form. Once he understood his potentiality, Mrikitat was able to mix among the humans assuming the identity of Marcus Titus (a thief in the city of Thyatis) and became most skilled in the thievish arts and in plots of intrigue. When later Mrikitat was to know of the Immortals, he began to plan to become one of them, for gaining a power still greater than that which he had. It was in 451 AC that he founded a secret city in the sewers of Thyatis (called the Great City) thanks to gathering around himself thousands of his kind, and with which he began to control many trades. Subsequently encountering the favour of Vanya, who directed him towards the path of the Dynast, and when in 491 AC Mrikitat successfully found an artefact for travelling in time, assuring the continuation of his race, fulfilling the last step for rising in the Sphere of Time.

(Boss Great Rat) Patron of Wererats, Lord of the Sewers, Master of Theft

Level, Alignment, Sphere: 27th (Eternal), TN, Matter Symbol: A golden bow with a white net on the black background Portfolio: Bravery, adventure, travel, battle, hunting, rakasta, epic deeds Worshipped in: Bellissaria, Davania (Arypt, Brasol, Izonda, Meghala Kimata), Hollow World (Nithia), Isle of Dawn (Thothian Plateau), Midlands (Borea, Hyborea), Norwold, Ochalea, Savage Coast (Bellayne, Dunwick, El Grande Carrascal), Skothar (Esterhold, Jen, Minaea, Nentsun), Thanegioth Appearance: An anonymous mysterious wanderer with lithe but well-muscled body wrapped in a long dusty gray hooded cloak that prevents to see his features. He wears a widebrimmed hat that comes down almost to his eyes and a scarf that covers all the lower part of his face, leaving only a glimpse of two yellow cat's like eyes which show an incredible strength and cunning. History: LIKELY THEORY: Ninfangle lived on Mystara right after Bastet's departure and he was one of the first rakasta hunters and explorers. Ninfangle was always a wanderer at the heart, he loved his nomadic lifestyle as hunter and his bravery was so extreme that it almost bordered madness. With his epic quests and deeds he contributed to create the first myths about the old classic rakasta character: nomadic, fearless and savage. Ka noticed the fiery character of this rakasta, and he tried to sponsor him to immortality by reincarnating him into different races and lives. Every time Ninfangle proved as much intrepid and reckless as he had been in the past, and managed to pass all the tests that Ka devised for him. Thanks to Ka's sponsorship, Ninfangle was thus able to accomplish the path of the Polymath and became

a true rakasta deity around BC 15000. Ninfangle became then the patron of the rakasta all over the world together with Ka, and is worshipped as patron of travellers and nomads, bravery, hunting and battle. Personality: Ninfangle has always been wild at heart, even after his ascension. He does not have a clear goal, but rather he moves erratically from one plot to another: the important thing is to keep moving, to reach new goals and brave new challenges. To him the word "impossible" does not exist: everything can be achieved if one is determined and brave enough to face his own destiny. That is the teaching he passed onto his followers all over the ages. For this reason his name is often called upon (especially among the rakasta) to bless difficult deeds like explorations or battles. Through all the centuries he never forgot the rakasta, his beloved race that he protects toegether with Ka and Bastet (with whom he stroke a deep bond ever since her return to the Multiverse), and is worshipped both by nomadic rakasta and by other races (especially by Nithians) as patron of hunting, battle and bravery Patron: Unknown [likely: Ka] Allies: Bastet, Ka Enemies: None Classic D&D Stats: Followers Alignment: Any Favoured weapon: War claws (allowed all one-handed slashing weapons and short bow) Clerics skills and powers: Fast walking (base movement is increased of 10' per round), free Hunting, Survival and Courage general skills, +2 bonus to Tracking general skill (not free) D&D 3E Stats: Domains: Matter, Travel, Hunting, Courage Preferred weapon: Bow (long or short) Source: IM2

NINSUN

people thanks to her powers, Ninsun became aware of the possibility of really becoming an Immortal, and sought the support and the protection of Otzitiotl (Ixion) in this her task. He showed her the path towards the Sphere of Energy, and Ninsun undertook it. First she created the fantastic Rainbow Path, a magic tunnel linked to the position of the stars that permitted her followers to move to different parts of the planet and found new colonies. Afterwards taught several apprentices so that they would guard her secrets and administer the legacy of the knowledge accumulated so far. Finally leaving together with her son Gilgamesh to found a new kingdom in Davania, and created there the crystal pyramids of the Katapec and the Eye of Humbaba, an artefact later given to her son for helping to maintain the power and for giving him the possibility of claiming in future a position in the celestial spheres. This was the last of her deeds, after which she was taken into the sky by a sunbeam in 3400 BC and from that moment became one of the Immortals of the Oltec people in all the world. Personality: Ninsun is a wise and benevolent Immortal, patroness of magic, knowledge and fertility, mother of the errant hero Gilgamesh. Presently, her cult is present among the Oltecs of Hollow World, and among the populations of Bellissaria and Skothar that descend from the Oltecs. Patron: unknown [presumed: Ixion] Allies: Ixion Enemies: none Classic D&D Stats: Alignment of followers: any; clerics must be Lawful or Neutral Favoured weapon: scythe (allowed all bludgeoning weapons) Clerics skills and powers: free agriculture skill, +2 bonus to arcane magic and divine magic (not free) D&D 3E Stats: Domains: Energy, Good, Knowledge, Magic, Fertility Preferred weapon: scythe Source: Master and Immortal set

Patroness of Fertility and Magic

Level, Alignment, Sphere: 20th (Empyreal), NG, Energy Symbol: a ziggurat that radiates golden rays Portfolio: magic, knowledge, wisdom, prosperity, fertility, agriculture Worshipped in: Bellissaria, Cestia, Hollow World (Jennites, Oltecs), Skothar (Jen, Minaea) Appearance: a dark-skinned woman with a curious hairdo that gathers her long black hair to form an halo around her head from which sprout ears of grain, an expression of calm benevolence and wisdom that shines from her green eyes, dressed in a tunic of white cotton that descends to below her feet, a hanging cloak of black silk, and numerous jewels that adorn her face and body. History: PROBABLE THEORY: Ninsun was a mage that lived in the Oltec lands of Brun shortly after the foundation of the Empire of Blackmoor. Thanks to her prodigious predisposition for the arcane arts, Ninsun very soon became the most powerful mage of the Oltec people, and in the course of two centuries made the agriculture much more advanced and augmented the fertility of the soil building immense hanging gardens and cultivated terraces for facilitating the expansion of her people. Marrying a noble tribal head, Ninsun began to support an expansionistic policy that in the turn of a generation brought the foundation of the Oltec Empire in Brun. By now considered an Immortal even by her

NOB NAR

Patron of Halflings, Protector of the Five Shires, Patron of Adventurers and Audacity

Level, Alignment, Sphere: 5th (Initiate), NG, Thought Symbol: a downwards pointing sword curved to form a fang Portfolio: halflings, wanderers and adventurers, audacity, heroic deeds, revelry Worshipped in: Known World (Five Shires, Ierendi), Hollow World (Merry Pirate Seas) Appearance: a young halfling in the vigour of his years, little more than a metre tall but with a lean and stately physique, with a long head of black hair gathered behind the nape, skin tanned by the sun, astute, non intimidating eyes, a cynical and derisive smile on his face that proclaims his goliardic spirit and his big mouth, and wearing simple travellers clothing, without ever forgetting the faithful Zanna (a magic rapier derived from the tooth of a dragon) at his side. History: Nob Nar was a halfling hero that lived in the Five Shires (specifically in the city of Wereskalot) during the VI and VII centuries AC. Of an extremely daring and good-humoured nature, Nob Nar firstly joined some companies of adventurers to gain experience, finished his travels by returning to the Shires as a solitary hero. He was the greatest of all the yallaren (the halfling adventurers) and he deeds becoming very soon

the theme of many legends and hin songs (the Ballard of Nob Nar and the Legend of the Zanna of Gaulthaumyrauz are the most famous). This indomitable and boastful spirit very soon attracted the attention of Sinbad, who saw in him a optimal candidate for the Sphere of Thought. It was therefore that, following the guidelines of the Immortal, Nob Nar disappeared from the Five Shires but was recruited to the ranks as an Immortal protector of the halflings, a role that he covers from when he became Immortal around 690 AC. Personality: Nob Nar has never lost his vocation for the goliardery and impossible adventure, and watch with favour all those individuals that risk their lives to follow dreams of glory and for the good of the next. He is a faithful ally of Brindorhin and Coberham, with who he is preoccupied of watching over the welfare of the hin of the Five Shires, and he has never stopped admiring and helping his patron, Sinbad, the point of reference to which he always aspires. From when he became Immortal moreover, he has developed a strong attraction for Arnelee, a woman given of great courage and astuteness, who shares his passion for adventure. Patron: unknown [presumed: Sinbad] Allies: Brindorhin, Coberham, Sinbad, Arnelee Enemies: none Classic D&D Stats: Alignment of followers: followers and clerics can be of any alignment Favoured weapon: short sword (allowed all bludgeoning weapon and the short spear) Clerics skills and powers: +1 bonus to Dexterity, +2 bonus to one ability chosen from resistance, run, taunt, alertness and courage (not free) Paladins skills and powers: paladins of Nob Nar are the Hin Masters (see the rules relating to the class in GAZ8 and in the Tome of the Magic of Mystara) D&D 3E Stats: Domains: Thought, Good, Travel, Courage Preferred weapon: short sword Source: GAZ8

NOUMENA

(Cheimos, Kepher, Mimir, News, Nian-Mai SiXiang) Patron of Investigation and Knowledge, Master of Enigmas and Arcane Mysteries

Level, Alignment, Sphere: 34th (Hierarch), TN, Thought Symbol: A chessboard or something else from a game of logic. Portfolio: Knowledge, memory, magic, mysteries, enigmas, cunning, tactics, strategy and logic Worshipped in: Savage Coast (Bellayne), Hollow World (Milenia, Nithia), Known World (Darokin, Glantri, Northern Reaches, Thyatis), Norwold, Ochalea Appearance: An elderly, emaciated man, with incipient baldness, a long grey beard, wearing a long dark robe that leaves exposed only hands and head. History: During the decline of the Empire of Nithia, Kepher (the mortal name of Noumena) was an endowed Pharaoh of great intelligence and tactical acumen, that it lived through the VII century BC and led his people to achieve great conquests. However, he became more and more detached from the political matters of his kingdom since he was much more interested in revealing the mysteries and the enigmas that encircled him. So tired and annoyed he became of his role,

that one day he abdicated in favour of a grandson and travelled the world looking for new mysteries to unveil. Following a series of clues he was finally led back to Nithia, where he discovered that his people were slowly slipping towards decadence and corruption. Although he did not care about the fate of the Nithians (thinking that anyone who willingly embraces dissolution earns its demise), he nevertheless was interested in discovering the reason of this sudden decay of the Nithian customs and moral, since no internal event seemed to justify it. Through further research he discovered that a group of Entropic Immortals was conspiring in order to destroy Nithia. During his adventures he always prayed his patron Amon (Odin) to guide and enlighten him, and Odin grew so fond of his wits and resourcefulness that he eventually pushed Kepher on the road towards immortality. Kepher was therefore chosen by Pflarr and Rathanos on Odin's advice to guide the Nithians that were transferred in the Hollow World in order to save them from Nithia's downfall. Once in charge of the new Nithia, Kepher had to endure a civil war caused by the priests of Rathanos and Pflarr, who tried to affirm the superiority of one's deity over the other. Kepher was skilful and quick enough in discovering the Entropic artefact that had triggered the unexpected fight between the two factions and succeeded in destroying it at the cost of his own life, preserving the stability of the new Kingdom of Nithia. The heroic deed was rewarded by Odin with immortality in BC 460, since he considered Kepher's path of the Epic Hero concluded with that grand finale. From that moment Noumena concentrated his efforts to hide the secrets of the Nithians on the outer world so that they could not corrupt the future civilizations. He also wanted to guard all the dark lore that could put in danger the Multiverse. For this reason he promoted the creation of various secret sects all over the world, with the purpose of creating an elite of thinkers and sages that could unveil and guard the more powerful and esoteric secrets of the mortals. This is how the sect of the Illuminati was created, and still today it has numerous adepts all over the world who worship Noumena under various names (Cheimos, Kepher and News among them). Personality: Noumena has risen through the Immortal ranks thanks to his passion for mysteries, which pushed him to undertake dangerous quests in all the Multiverse. He is a permanent member of the Council of Intrusion, and carefully watches all the strange events happening in the universe, often discovering important phenomena that other immortals had overseen. Noumena is cold and detached, and shows little interest in the fate of the mortals, unless they prove vital for the resolution of an enigma. He is often meditative and silent, maintaining a low profile that leads many Immortals to underestimate him. However, whenever he speaks publicly, everyone pays attention, since that means that some great mystery is about to be revealed. Noumena is the investigator of the mysteries of the universe, constantly looking for new food for his hungry brain, and thanks to this curiosity of him he was able to acquire so much power in such a short time since his ascension. Since he is mostly a loner in his quests, he does not have particular allies besides his patron Odin (which added him in the Norse pantheon under the identity of Mimir), although he likes the intelligence and love for details of SsuMa. For the same reason he neither possesses sworn enemies, but he changes targets frequently depending on which plots he discovers during his investigations. Patron: Odin

Allies: Odin, respect for Ssu-Ma Enemies: None stable (it depends on his plans) Classic D&D Stats: Followers' Alignment: Any Favoured weapons: None (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Intelligence; Detect secret doors and hidden passages (1-3 on d6); free general skills Hear Noise (as thief of same level) and Spot D&D 3E Stats: Domains: Thought, Knowledge, Magic, Will Preferred weapon: Light mace Source: WotI, Immortal set, HWR2

(Nin-Hurabi, Na-al, Nicktu, Zargos, Night, Our Lady of Darkness, Nu-Shi Hei-An, Nuptys) Patroness of Darkness, Princess of Night, Patron of Undead

NYX

Level, Alignment, Sphere: 33rd (Hierarch), NE, Entropy Symbol: A solar eclipse Portfolio: Darkness, night, shadow, undead, necromancy, secrets, magic Worshipped in: Known World (Thyatis), Alphatia, Isle of Dawn, Savage Coast (Nimmur, Dark Jungle), Hollow World (Milenia), various outer planes Appearance: A minute pale woman that looks very attractive and charming, with oriental features, long raven hair and pitch black eyes, dressed with shapely long dark robes. The second manifestation form is that of a wizened old scholar with long white beard, eyes completely black (without the white part of the bulb) clad in a large weathered robe. History: Nyx was born in a faraway plane from a race similar to Mystaran humans. She was taken when she was still young by a vampire-like creature and became a living dead. After centuries in his new condition, Nyx began to like her new state and after gaining freedom from her former master, she started building a mighty empire of undead creatures. There she embarked on the path of Entropy and attained immortality under the sponsorship of a mysterious immortal, after creating and spreading a new race of night creatures. From that moment, she has risen in power inside her own sphere, even if she does not sport the raw chaotic nor the overtly evil nature of her fellow members, and is constantly trying to give way to the undead races in the Prime. Personality: Nyx is a creature of darkness, and as such, she is obsessed by her ideal of beauty and natural order, which obviously puts darkness and undeath above all other things. Many of her followers are intelligent undead and necromancers, and she is usually bent on creating some new undead race and devise some grand scheme to cast whole worlds into darkness and under the undead's yoke (this is his renown purpose among the Milenians of the Hollow World, for example, where he's worshipped as Zargos). Nyx is not truly cruel or sadistic, but she embodies a cold form of evil that wants to give to the Multiverse a kind of order that normal living creatures find aberrant, where undead dominated and night is eternal. To Nyx, the universal order should have undeath replace life, and she tries to push on her own vision by increasing the power of necromancy and of the creatures of darkness. Since she is so obsessed with the opposite of normal order, she is Ixion's bane, who in contrast is the embodiment of Light, Sun and all that is Good. They are at the opposite

ends of the circle of life. Therefore, they oppose one another not just philosophically but also in more practical ways, interfering with each other's schemes whenever possible. Nyx is also on bad terms with Thanatos and Orcus (the rivalry with Thanatos dates back to the Taymor empire), because these two demons push the undead to give way to raw chaos and use them sadistically to further their plans instead of protecting them, something that Nyx cannot bear. Undeath (much like Life for Ixion) is sacred to Nyx and must be preserved. Patron: Unknown [likely: Hel] Allies: None Enemies: Ixion (and all immortals enemies of undead), Thanatos, Orcus Classic D&D Stats: Followers' alignment: Any Favoured weapon: None (allowed short spear, mace, sling and short sword) Clerics' skills & powers: permanent 60 feet infravision; they can freely cast darkness once a day at 1st level twice at 2nd level and 3 times at 3rd+ level; control undead as liege with same HD as same level; +2 bonus to necromancy general skill. Nyx's clerics are buried with a special ceremony, which allows them to rise as priestly mummies after their death; some others try to attain lichdom or become vampires during their life. D&D 3E stats: Domains: Entropy, Evil, Death, Magic, Darkness Preferred weapon: Short sword Source: WotI, HWR3, M5, IM1, IM2, OHP, Immortal set

ODIN

(Wotan, Viuden, Taranos, Zephyr, Amon, He Who Watches, Grammaton, Jumal, Oloron, Father Sky, Perun) Patron of the Northlands, Patron of Fair Rulership and Nobility, Lord of Sky and Winds

Level, Alignment, Sphere: 36th (Hierarch), NG, Thought Symbol: Silhouette of two ravens whispering in a man's ears Portfolio: authority and rulership, live one's life fully, knowledge, cunning, wisdom, sky and air, storms, winds Worshipped in: Known World (Northern Reaches, Heldann, Thyatis, Darokin, Wendar), Norwold, Qeodhar, Isle of Dawn, Savage Coast (Eusdria, Robrenn), Davania (Thratia), Hollow World (Antalia, Neathar lands, Icevale, Merry Pirate Seas, Nithia) Appearance: an elderly bearded man with a patch on his left eye, with broad shoulders but an arched back, clad in grey dusty clothes, with an old hat and cloak, holding a long spear while walking as a staff. He is always followed by his two ravens, Hugin and Munin, and he often appears riding his mythical eight-legged flying horse, Sleipnir. History: Odin is one of the eldest immortals, one of those who do not remember their past (or pretend not to). He often theorized that during his ascension to immortality his patron stripped him of his memories, or that he did lose them the day he hanged from Yggdrasil to discover the secrets of the Multiverse. Whatever the truth, Odin is the current ruler of the Sphere of Thought, and spent a great deal of his existence travelling throughout the Multiverse to observe the actions of the mortal species and to discover the secrets of mortal and

immortal minds. Many Immortals say that he gave away his left eye to drink at the spring of eternal knowledge (as the northern myths have it) and according to the rumours, he may even know things about the Multiverse's future that he has never revealed yet (something regarding the long awaited Ragnarok he is always talking about with his allies). Odin is worshipped by the Antalians and their descendants, the Northmen, as well as the Eusdrians (who call him Taranos) and the Thratians (who still call him Wotan). They believe he protected them from the giants and gave them Midgard, the place where they live. Also according to their myths, Odin hanged himself to bestow the secret upon his followers of the runes, and for this ultimate sacrifice, they respect and worship him as Odin All-father. According to the legends, the two ravens accompanying him (Hugin means Knowledge and Munin means Memory) are his eyes and ears, while his horse Sleipnir can take him wherever he wants in the wink of an eye. He is also revered as Zephyr by many races of the Sky Kingdom and by the Nithians. Personality: Odin teaches his followers to use wits and intelligence in life, seeking knowledge and wisdom through experience, always keeping in touch with the world around oneself. His followers are pushed to become wise and fair leaders, following the example of virtue and justice of the more enlightened rulers, savouring the joys of life and learning from their mistakes instead of living as hermits. He is surrounded by a group of immortals he sponsored or helped during their quests to immortality, the so-called Aesir and Asiniye, who make up most of the northmen's pantheon. He's also allied with many other immortals that are known as Vanirs by the followers of the Antalian Cult. His two nemeses are Hel and Loki. Hel is his opposite, reincarnating souls of evildoers to spread chaos and evil in the world as much as he reincarnates the good souls to rally more champions. Loki is one of the Aesirs, but he's doomed to betray everyone much like he did with his former patron Rathanos. Despite knowing and foretelling this, Odin insists in keeping him among his "children", and prefers having him close to watch his actions more closely. Patron: Unknown (likely none) Allies: Thor, Frey, Freyja, Forsetta, Heimdall, Air Elemaster Enemies: Hel, Loki Classic D&D Stats: Followers' alignment: Any; clerics must be Lawful or Neutral Favoured weapon: Short spear (allowed all bludgeoning weapons, pike and javelin) Clerics' skills & powers: +1 bonus to Wisdom, free general skills Command, Persuasion and Diplomacy, +2 bonus to any one skill based on Wisdom Paladins' skills & powers: Lay on hands, free general skills Command D&D 3E Stats: Domains: Thought, Law, Good, Air, Knowledge, Nobility, Storm Preferred weapon: Spear (short or long) Source: GAZ7, GAZ2, HW, WotI, DotE, SCS

OLEYAN

Patron of the Verdiers

Level, Alignment, Sphere: 2nd (Initiate), CN, Time Symbol: a mahogany tree Portfolio: Verdiers, power, prosperity, crafts

Worshipped in: Known World (Minrothad) Appearance: a mature elf of lordly aspect, with fine features, light blue eyes and long blonde hair that descends to his shoulders, wearing a long green silk tunic decorated with gold brocade and a small platinum crown on the front. History: PROBABLE THEORY: Oleyan was the clan head who guided the Verdier away from Grunland and afterwards provoked the separation from Ilsundal, not wanting to submit to the authority of the old elf. It was always Oleyan that chose to settle in the region bordering Taymor, in the hope of creating a proper kingdom. Following the geologic upheaval of 1700 BC that created the archipelagos of Minrothad and Ierendi, Oleyan and the Verdier were again found on the southern coast of the present Thyatis, separated from their Meditor cousins by the newly formed arm of sea. Oleyan then tried to unify his clan and that of the Vyalia under only one banner, but failed. Decided thus to sail towards the island to rejoin the Meditor and attempted in that island to create a proper dominion. This time he had great success, but knew that he would have to create something that could indeed focus the sense of unity and belonging to only one clan that wanted to create a nation. So he departed for a long pilgrimage in the outer planes, and succeeded to gain from Ordana the promise that would create for them a new relic if he had overcome the determined trial. Thus Oleyan began his own path for Immortality. When he reckoned that he was just one step from becoming an Immortal, Oleyan erred through overconfidence and was shown irreverent in the struggles of Ordana, announced that the Verdier were no longer in need of his support once that he had became Immortal, given that he would have become the only spiritual centre of his protges. Despite his arrogance, he had successfully completed that stage of the path, travelling in time and helped the Verdier to create a powerful and respected clan, but Ordana wanted to teach him to respect the hierarchy and humility. When Oleyan rose in the Sphere of Time, she gave him the Carven Oak like artefact to give to his descendents as promised. Unfortunately, Oleyan had hardly touched it he was sucked within it, becoming to all the effects part of the relic of the Verdiers. And according to the proprieties of the artefact, he was condemned to remain in the Oak until it was destroyed, or until 2000 years had passed, condemned in the meantime to meditate on his errors. Considering that Oleyan has been imprisoned since 60 AC, date of his ascension, would still have long to wait his liberation. Personality: Oleyan is an Immortal who hasnt yet really tasted the powers of his new state and for this is extremely annoyed. Knowing well that Ordana had deliberately punished him for his haughtiness, but in a thousand years of imprisonment this has not absolutely alleviated his immoderate ego. He even thinks that this has been a greater wrong of his guilt, and is intending to avenge himself in case he successfully frees himself and become more powerful. Oleyan is an astute, scheming and extremely jumped-up individual, and has influenced the Verdier keepers for centuries in an attempt to orientate the clan to his directives, usurping the cult of Ordana and the dainrouw, and of escaping from her prison. He doesnt have allies (also because few know of his existence) and proved a strong antipathy for his jailer Ordana, who became his enemy when he succeeds to attain a level of power equal to hers. Patron: Ordana

Allies: none Enemies: Ordana Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Chaotic Favoured weapon: short sword (allowed all bludgeoning weapons and daggers) Clerics skills and powers: +2 bonus to any one craft (not free) D&D 3E Stats: Domains: Time, Chaos, Craftsmanship Preferred weapon: rapier Source: GAZ9

OPAL

(Star Spirit) Lord of all Neutral Dragons, The Star Dragon

Level, Alignment, Sphere: 13th (Celestial), N, Matter Symbol: A crown that resembles a snake swallowing its tail, with a huge opal set on the snake's head. Portfolio: Neutral dragons, lizardkin, vengeance, willpower Worshipped in: Norwold, Wallara Tribelands, neutral draconic communities of Mystara Appearance: A huge dragon whose scales are iridescent white with hundreds of pinpoints with the colours of the rainbow. History: Opal was a jade dragon that lived in the heart of a great forest in the Davanian continent. Like all dragons, she fought against humans, monsters and humanoids in order to hold sway over a small region and began to hoard treasures in order to her power and to rule over her lesser kin. When the moment of the mating came, she chose a companion and hatched her eggs deep in her lair, slaughtering her mate afterwards. When the eggs broke and the small dragons opened their eyes to the world, they started demanding food and so Opal left her lair to hunt. Unfortunately during the combat with an elephant she seriously injured her wing and this prevented her from returning home immediately. After some days she recovered and flew back to her lair, but once there she discovered that her hatchlings had been slaughtered and her treasure stolen. Piecing together all the clues that the murders (men without doubt) had left behind, Opal began to study the magical arts fueled by her thirst for vengeance and waited with patience until she mastered the spell to turn herself into a human. Then she set out to find the adventurers that had slain her breed carrying with her the little clues they had left. She wandered unnoticed through the land of men for twenty years and thanks to her magics and cunning she found all the murderers and killed them and all their families one after the other in cold blood, never allowing fury or passion to guide her heart or mind. This incredible quest and the indomitable will she showed attracted the attention of the Great One, that decided to test her to understand if she could become one of the Immortal Draconic Lords. Opal carried out all the tasks the Great One gave her and finally achieved immortality in the sphere of Matter around the VII century AC. Personality: During her quest under human shape Opal met many humans, some of them she appreciated and others she loathed. However, all shared the same idea about dragons: they were monsters that had to be killed and to be robbed of their treasures. For this reason Opal nurtures a deep hatred towards humans, especially human adventurers, whom she considers a bunch of murderers and thieves. Opal is the

Patroness of cold blood vengeance, of rational and cunning planning before acting, and has a deep liking for all those who survive family massacres. If called upon by these victims, she protects them and helps them in their quest for vengeance (even if they are humans!). Currently her cult is spread among dragons and lizardkin tribes. Note: The draconic immortals (Sun, Moon and Star Dragon and the Great One) are replaced by other candidates when the previous ones die; so that position in the draconic pantheon is never vacant (otherwise the universal balance could be altered). Patron: The Great One Allies: The Great One Enemies: Bemarris, Halav Classic D&D Stats: Followers Alignment: Any; Clerics must be Neutral Favoured weapon: Natural weapons (allowed all bludgeoning weapons and any type of dagger) Clerics skills and powers: Can cast Light spell (1st level) freely once per day, draconic language (free), bonus draconic language, +2 bonus to the general skill Dracology (not free) D&D3E Stats: Domains: Matter, Strength, Dragons, Vengeance, Will Preferred weapon: Natural weapons (Bite or claw) Source: WotI, Master and Immortal set

ORCUS

Level, Alignment, Sphere: 25th (Eternal), CE, Entropy Symbol: A goat's head with ram horns Portfolio: Violent death, sadism, mass destruction, undead, cannibalism, devilswines and evil lycanthropes Worshipped in: Known World (Thyatis, Karameikos), Isle of Dawn, Savage Coast (Dark Jungle), cults of sadists, lycanthropes and necromancers all around the world Appearance: A 15 feet tall humanoid with goat's head and cloves, a pair of huge ram's horns, a wiry and hairy torso with two muscled arms. History: During his mortal life, Orcus was a merciless Taymora warleader who lived in the region later to be known as Traladara. His hatred towards all the living beings and his thirst for blood caught Thanatos's attention and soon he led Orcus on the path of immortality, turning him into the first devil swine of Mystara. Orcus became a legendary figure after his ascension in XVIII century BC and his deeds were later incorporated into the Traladaran legends as the perfect sample of cruelty and horror. Orcus's cult became then widespread among the evil shapeshifters and he became known among the Thyatians when they made contact with the Traladarans. Personality: Orcuss main goal is to destroy everything associated with beauty and life. He is obsessed with spreading terror and mass destruction in the cruellest way possible, and for this reason he's in race against Alphaks for the crown of King of Destruction. Despite the fact he's always portrayed in bestial forms, he is cynical and merciless, the flawless sample of the cold logic of evil. Among his interests lies the patronage of undead, a field where he competes with Nyx and Demogorgon to win away from them more followers. Being a patron of lycanthropes, Orcus is also sworn enemy of Ruaidhri Hawkbane and Saimpt Malinois. Patron: Thanatos

(Oruguz, The Goat, The Black Prince) Lord of Demons and Undead, Patron of Violence

Allies: None Enemies: Djaea, Demogorgon, Alphaks, Nyx, Saimpt Malinois, Ruaidhri Hawkbane Classic D&D Stats: Followers' alignment: Chaotic Favoured weapon: Whip and club (allowed all bludgeoning weapons) Clerics skills & powers: -2 bonus to AC when fighting against demi-humans; control undead as liege with HD equal to double his level (max 40 HD); torture bonus skill Avengers skills & powers: +1 bonus to rolls to hit and damage with one weapon of choice, +2 bonus to torture general skill D&D 3E stats: Domains: Entropy, Chaos, Evil, Destruction, Death Preferred weapon: Great club Source: Immortal set, WotI, M4

ORDANA

Level, Alignment, Sphere: 31st (Hierarch), NG, Time Symbol: An oak leaf Portfolio: Nature, fertility, protection of forests and woodland beings (especially elves and treants) Worshipped in: Known World (Minrothad, Wendar, Alfheim, Five Shires), Norwold, Isle of Dawn, Davania, Savage Coast (Robrenn, Bellayne, Jibar), Hollow World (Icevale, Neathar Lands) Appearance: Ordana has different manifestation forms, according to the cultures she's revered by. Mother Forest / U: an imposing and verdant oak treant. Thendara / Tawnia: a beautiful elven maiden with long flowing hair and emerald green skin clad with woodsman clothes. Ordana / Breig: a charming dryad with emerald green hair and eyes, clad in a simple thin tunic made with the leaves of different trees. History: Ordana was the first (and only up to now) treant who reached immortality at the end of human's Prehistory, long before the civilized races strode on Mystara's soil. She did never understand who her patron was, although Khoronus suspects he may have had part in her ascension working from the far future. Ordana's first creations were the sylvan races and later she perfected her skills when she gave life to the first elves. The elves were born with the purpose of giving them rulership and guardianship of the most sacred forests of Mystara, in exchange for nurturing and sheltering them in those paradises. When the elves turned their back on her philosophy to follow the Blackmoorian folly, she felt betrayed, but nevertheless she did not act against them. Instead she patiently waited for them to return to dainrouw, the way of the forest. When she understood the southern elves were doomed, she inspired the most faithful of her followers, Ilsundal the Wise, to travel northwards searching for the lost clans and the Promised Land. She promised to lead them to another Evergrun, but only if they forsook the ways of Blackmoor and came back to the old way of the forest. She later helped Ilsundal create the Sylvan Realm, and even if after his ascension she lost most of her elven followers (who started to

(Mother Forest, Thendara, Breig, Tawnia, U) Patroness of Sylvan Races, Mother of the Elves

revere the Wise), she didn't bear any animosity towards her old pupil, knowing that he taught her people to always respect the way of the forest. Nowadays Ordana is worshipped by the elves of Minrothad and Wendar, by some elves and druids in Alfheim, Davania, the Savage Coast, Norwold and the Isle of Dawn, as well as by humans and elves in the Hollow World. She is also revered by many woodland races (especially treants) all over the world. Personality: Ordana is a force of nature and she embodies the majesty and timeless strength of forests and woodland races. For this reason she views herself as protector of all the races that dwell in and respect and love the forest. On the other hand, she opposes with passion all those civilizations which destroy woodland areas or use fire in a mindless way (that's why she considers Rathanos and Zugzul her enemies). Despite she lost many followers to the elven immortals, she considers Ilsundal, Lornasen and Calitha some loyal allies, and she knows she can always count on the Korrigans' protection, on Zirchev's aid and on Ka's wisdom. Patron: Unknown [likely: Khoronus] Allies: Korrigans, Calitha, Lornasen, Ilsundal, Zirchev, Ka. Enemies: Rathanos, Zugzul Classic D&D Stats: Followers' Alignment: Any; clerics must be Neutral Favoured weapon: Club or quarterstaff (allowed all bludgeoning weapons) Clerics' skills & powers: Clerics gain thieves' skills hide in shadows and move silently as thief or same level only in woodland areas; free Nature Lore and Survival (Forest) general skills; +2 bonus to Herbalism skill D&D 3E Stats: Domains: Time, Good, Plants, Protection, Fertility Preferred weapon: Club (any) Source: GAZ5, GAZ9, HW, WotI, SCS

PAARKUM

Level, Alignment, Sphere: 8th (Temporal), LG, Matter Symbol: a triangle divided into three sections, each of which contains a different element: balance (bottom), sword (right) and book (left) Portfolio: order, justice, virtue, fidelity, loyalty, sincerity Worshipped in: Davania (Brasol, Vulcania) Appearance: a human of about sixty years, of imposing build and stature (1.95m by 110kg) but with rippling and toned muscles, jet black hair and black eyes and a tanned complexion, with his skin marked by the sun and the wind, who wears plate armour with his symbol painted on the chest and carries on his shoulder a broadsword. History: after years spent fighting for his homeland, at the end of a long and victorious campaign against the Milenian enemies and the Simbasta of the Aryptian Basin, Paarkum, a noble paladin of Varellyan origin, sought the path for Immortality with the only aim of continuing to work to bring order to the world, feeling he must of serve Law for eternity. His sincerity and dedication affected his patron Maat so much, that she helped him in good degree in his journey, impressing on him the recovery of the Ivory Feather that was holy to her. The first incarnation of Paarkum as a priest brought him to serve a lawful church with renewed vigour, and after only two years succeeded to recover the artefact. The second

Patron Law and Order, Patron of Sincerity and Loyalty

incarnation as a thief instead gave him many more problems, because of the new style of life and of the tasks to which he wasnt able to get used to. After four arduous years his research was completed, and one of his companions had been revived, a responsibility that Paarkum has alleged enhanced his reputation. In the incarnation as a mage Paarkum was amazed to discover the incredible powers and the knowledge to which the spellcasters have access. This time finding the Feather was a more difficult task than expected, since it was well guarded, but he finally succeeded in his intent. Returning to his homeland, he erected an obelisk in which were inscribed his deeds, from the engagements with evil beings to a list of lawful actions that have completed for bringing order where chaos reigns. Making this, he left to only adventure in the wild lands of the south of Davania, and at the end of an epic adventure in which he defeated an evil wizard on the path of Entropy, freeing the slaves and saving many innocents, he finally gaining Immortality in the Sphere of Matter in the I century AC. Personality: Paarkum is the quintessence of legality and order, a person incapable of conceiving the existence that is not regulated by laws and codes of moral conduct. He doesnt tolerate injustice, and he feels he must immediately revenge the wrongs suffered by the defenceless, preaching to his followers to respect justice and take order everywhere and at any cost. He is a fervent ally of Maat and has also become a friend of the Plasmatore, who was converted to good himself after having met Paarkum during his mortal existence, and of Finidel, who has welcomed him among the protectors of the region of Brasol. Patron: unknown [presumed: Maat] Allies: Maat, Plasmatore, Finidel Enemies: any Entropic Classic D&D Stats: Alignment of followers: Lawful or Neutral; clerics must be Lawful Favoured weapon: broadsword (allowed all thrown weapons, the mace and morningstar) Clerics skills and powers: +1 bonus to Wisdom, +2 bonus to knowledge of codes and laws (not free), obliged to respect the Codex of Maat Paladins skills and powers: lay on hands, free detect lies ability. Clerics of Paarkum cannot cast inverted spells. D&D 3E Stats: Domains: Matter, Law, Good, Justice Preferred weapon: broadsword Source: IM2

History: during his mortal life, Ar was an Alphatian mage that lived on Old Alphatia during the reign of Alphaks. When the world exploded because of the magic war and the Alphatians migrated across the planes, Ar had just started on the Path of the Paragon, and followed the exiles here on Mystara. Here he decided to mould a part of the continent in which were settled the Alphatian expatriates for completing his test, and being fascinated by air and by flight created the Floating Continent of Ar, then taught to his students the majority of the modern knowledge of the Alphatian air mages; thanks to this last success attained Immortality around 840 BC, revealing himself later with the name of Palartarkan to the Alphatian spellcasters. Personality: An excellent student and researcher of the mysteries of the universe, Palartarkan is the recognised patron of Alphatian magic, as well as all those that are interested in of the nature of the Multiverse, of the laws of gravity, great works of terraforming, nature as well as techniques of flight and of the Elemental Plane of Air. Patron: unknown [presumed: Ixion] Allies: Alphatia, Razud, Zalaj Enemies: Alphaks Classic D&D Stats: Alignment of followers: any; clerics must be Neutral Favoured weapon: any one thrown weapon (allowed any missile weapon) Clerics skills and powers: power of fly for 2 hours each day (innate ability, cannot be dispelled), +5% bonus for any attempt to create spells or magic items that have flight or air properties D&D 3E Stats: Domains: Energy, Magic, Knowledge, Gravity Preferred weapon: half spear Source: DotE, HW, WotI

PALSON

(Apollo) Patron of Arts and Talent, Master of Tactics

PALARTARKAN THE LOFTY ONE


Patron of Ar, Lord of the Air
Level, Alignment, Sphere: 12th (Temporal), N, Energy Symbol: a flying mountain Portfolio: Alphatia (Kingdom of Floating Ar in particular), astronomy and astrology, elemental plane of air, magic regarding gravity, air and flight Worshipped in: Alphatia, Alatian Islands, Hollow World (Hiakrai Neathar) Appearance: a human with a large, muscular physique, with thick, pure-white, well-groomed hair, beard and moustache, dressed in clothes of blue and white tones that recall the clouds. He usually appears floating in a position of meditation, with crossed legs.

Level, Alignment, Sphere: 4th (Initiate), NG, Thought Symbol: A golden apple Portfolio: Tactics, arts (music, theatre, painting, poetry and prose), passions, multi-talented characters Worshipped in: Hollow World (Milenia), Known World (Thyatis), Skothar (Minaea) Appearance: A handsome youth around his twenties with blond curly hair, a lithe and athletic figure that shows a healthy body, tanned skin and a beautiful visage always smiling with a shrewd light in his eyes. He usually wears a white linen sleeveless robe that covers him up to his thighs and dons a laurel crown on his head and a short bow on his shoulders. History: LIKELY THEORY: Palson was born in the Milenian Empire inside the Hollow World around V century AC. Firstborn of a rich senator, he got a complete academic education ever since his youth and he attended both gymnasium and academy, living by the of ideal of "mens sana in corpore sano" (healthy mind in a healthy body) with excellent results. Later he joined the army and made a brilliant career thanks to his keen mind, comprehensive knowledges and love for tactics and strategy. However, his experience on the field got limited to a few mock battles, because he didn't like fighting and violence in itself. After ten years in the army he got an assignment inside the new

founded Milenian Navy earning the title of Admiral in 420 AC. There were in fact high hopes that thanks to his skills the Milenian navy would finally prevail over the ever-victorious Traldar pirates. Two years later Palson's talent was really celebrated after the Battle of Corisa, where the Milenian Navy finally claimed its first and greatest triumph against the Traldar enemies thanks to the strategy prepared by Palson himself. Palson however never showed a great taste for skirmishes and battles and remained always quite aloof from the rest of the troops. He preferred to satisfy his needs indulging in the pleasures of flesh and mind, and this attitude made him a famous multi-talented artist as well as an irresistible and charming heartbreaker. It was his passion for tactics and strategy and his multiple victories on the battlefield that made the Milenian Navy a power to be reckoned with in the 20 years following his assignment to that position. And also because of these reasons he attracted the attention of Noumena, who started testing his skills year after year by putting him, his family and his nation in difficult situations to challenge him and prove his value. This way Palson embarked on the path of the Epic Hero reaching immortality in the VI century AC after unveiling a plan of Zargosians who were trying to unleash a plague of undead inside the empire. Currently Palson is well known and worshipped mostly in the Milenian Empire, where he acts as patron of arts and tactics and he's followed by many scholars and artists. However he's trying to recruit new followers even on the surface world, especially in those cultures who are descendants of the ancient Milenians (he's got really small cults in Minaea and Thyatis). Personality: Palson is a loyal ally of Noumena and often likes to play mind games and to solve logical puzzles with him, and he became a staunch supporter of Taroyas too (first emperor of Milenia), whom he respects greatly. Recently he got a special sympathy for Lokena too, admiring her bravery and cunning. All in all Palson is a poet and hedonist at heart, and for this reason he often enjoys the company of the blind Tiresias (master bard and musician), the wild easygoing Faunus and especially the charming Kythria, who always soothe him and leads him in the most debauched of deeds. Patron: Noumena Allies: Noumena, Lokena, Taroyas, Tiresias, Faunus, Kythria Enemies: None Classic D&D stats: Followers' Alignment: Any; clerics must be Neutral or Lawful Favoured weapon: Short bow (allowed all one-handed bludgeoning weapons) Clerics' skills & powers: bonus "Artistic Skill" skill, +2 bonus to "Military Tactics" skill Spells: sonic wave (2nd), enchanted melody (5th). D&D 3E Stats: Domains: Thought, Good, Arts Preferred weapon: Short bow Source: IM2, WotI

PATURA

(Hera) Patroness of Women and Patroness of Hearth and Family

Motherhood,

Level, Alignment, Sphere: 4th (Initiate), NG, Energy

Symbol: A blazing hearth Portfolio: Women, family, faithfulness, children, motherhood Worshipped in: Known World (Thyatis, Darokin, Karameikos) Appearance: A forty-year old woman with olive skin on a curvy body clad in sleeveless white tunic with a golden brooch, an elaborate chignon held with mother-of-pearl and a severe look that however does not diminish the beauty of his deep black eyes. History: LIKELY THEORY: During her mortal life she was Pausania Monomachos, firstborn of the Thyatian empress Valeria II (the only empress that begot children without marrying anybody). She inherited the throne in AC643, when her brother Adrian (Crown Prince) disappeared in a terrible shipwreck together with the rest of the Imperial family. Pausania took the throne at barely twenty years of age and left the clerical order where her mother had sent her to become the wife of Ixion. She immediately had to make her way through the schemes and plots of the senators, the generals and the courtiers, who tried to win her trust and use her as puppet for their own goals. After discovering some of her most trusted advisors plotting against her, she became terribly suspicious of anyone. Despite her immense love for children and her great desire to become mother, she was never again able to trust those men who swore eternal love to her, and as such she reigned alone on the throne, but unlike her mother she was nicknamed the Virgin Empress. She later developed a rather misanthropic and paranoid character, and her last years of reign were marked by many laws created in favour of Thyatian women and to promote the ascension of women in key places in the Senate and the Army. Her constant solitude and paranoia turned her from an enlightened ruler into a despotic and fearful woman, who in the end listened only to her most trusted friend, Dafne. Unfortunately for her, Dafne was in fact a demonic creature who posed as priestess of Vanya but had other goals of her own. Pausania started to issue truly humiliating laws against the powerful male senators and the generals, and this threatening insult put the Senate and the Army against her. Hence they secretly devised a plot to replace her with her "more manageable" cousin Lucius Senestus. Dafne discovered the conspiracy and obviously instigated Pausania's repression of the traitors. Many heads fell, starting with the cousin Lucius and the elder senators. However, this was the last drop that pushed the centurions to stage a coup, backed up by the majority of the remaining senators and noblemen. They formally declared Pausania insane and unable to uphold the throne, and the Senate crowned the Commander in chief of the Imperial Guard, Gabrionikos Tatzianes, as Emperor Gabronius II. Pausania was forced to flee, after losing even the aid of his immortal patron Ixion; she started to travel around the empire plotting revenge. She was able to perform several assassinations with the help of Dafne, unwittingly embarking on the path of Entropy, to get her own vengeance against the whole male race and even her former patron, Ixion. Her descent into the pits of Evil halted the day she killed a young patriarch of Ixion, when she discovered he had two infant sons in his temple. When Dafne tried to kill them (since "they were males and could have only wrought more grief to the women of the world once adult"), Pausania was overwhelmed by her repressed motherly instincts and stopped her friend, taking the babies with her. She wanted to raise them as her children, but Dafne tried to talk her out of it.

When Pausania show no intention of following her advice, she simply killed the youngest with cold blood, threatening Pausania to leave her if she had not done the same. Pausania was struck by this deed, and she suddenly realized she had been wrong all along: Evil did not dwell inside men's hearts, as Dafne had told her so many times, but only in the hearts of petty and cruel people. Evil had no gender, as much as babies had no guilt. She understood that her most trusted friend and lover, Dafne, had lied to her all this time and used her like a puppet to bring chaos and death to her own people. She rebelled against Dafne, and in the ensuing fight the discovered her demonic nature. When she defeated Dafne, she swore to make amend to her mistakes and to raise the kid as if it was her own, trying to help the Thyatians to reverse her nefarious actions. Thanks to her repentance, she was finally forgiven by Ixion and later he led her on the road of immortality in VIII century AC. Personality: Patura is a young immortal, but she acquired wisdom and temperance through the ordeals she had to endure in her mortal life. She's known to the mortals as the patroness of family, babies and motherhood, and of all those values associated with feminine gender. Once immortal she even managed to find a likeable and trusting companion in Taroyas, even if she still harbours hatred towards those individuals (mortal or immortal) she considers too chauvinist and mean. For this reason she's a fierce enemy of Rathanos (patron of male dominance) and of Talitha (patroness of Dafne), who uses her female traits to bring death and torment. On the other hand, she is a dear friend of Diulanna (even if some rumours have them more than just friends), the clear example of feminine willpower. Patron: Ixion Allies: Ixion, Taroyas (her mate), Diulanna Enemies: Rathanos, Talitha Classic D&D stats: Followers' alignment: Any Favoured weapon: None (allowed all bludgeoning One Handed weapons) Clerics' skills & powers: Free general skills Danger Sense and Persuasion D&D 3E stats: Domains: Energy, Good, Family Preferred weapon: Light mace Source: IM2, WotI

dragon, and in order to maintain the universal balance he chose Pearl, the most powerful and merciless among all dragons of Skothar, to become the Moon Dragon. After slaughtering hundreds of rakastas and humans and piling up an immense treasure, the Great One's proposal filled Pearl's greedy heart with joy and glee. She thought that her fierceness and voracity had finally be reckoned and this was the Great One's gift for following her natural instincts to the limit. Ever since she became immortal (a century ago), Pearl is acting as protector of all Chaotic dragons and lizardkin, teaching her followers to be sly and merciless predators as much as she was in life. Personality: Pearl is a cunning, cruel and treacherous immortal. She adores the power she gained with her new position and has transformed her home plane in a draconic hunting paradise, where adventurers, knights and thieves are the amusing and delicious pastimes to play with. Pearl loves to spend her days hunting the mortals and increasing the rich treasure she accumulated in all these years. The Great One hopes that after a couple of centuries of this life Pearl understands what are her true duties as Moon Dragon; the other immortal dragons have serious doubts about this. Note: The draconic immortals (Sun, Moon and Star Dragon and the Great One) are replaced by other candidates when the previous ones die, so that position in the draconic pantheon is never vacant (otherwise the universal balance could be altered). Patron: The Great One Allies: The Great One Enemies: Diamond, Bemarris Classic D&D Stats: Followers Alignment: Neutral or Chaotic; Clerics must be Chaotic Favoured weapon: Natural weapons (allowed all bludgeoning weapons and any dagger) Clerics skills and powers: Permanent infravision within 60 feet, draconic language (free) Avengers skills and powers: -1 bonus to the natural AC D&D 3E Stats: Domains: Matter, Chaos, Evil, Dragons Preferred weapon: Natural weapons (Bite or claw) Source: WotI, Master and Immortal set

PEARL

PETRA

(Moon Spirit) Lord of all Chaotic Dragons, The Moon Dragon

Warden of Traladara, Patroness of Defenders, Patroness of Besieged Cities

Level, Alignment, Sphere: 10th (Temporal), CE, Matter Symbol: A crown that resembles a snake swallowing its tail, with a huge pearl set on the snake's head Portfolio: Chaotic dragons and lizardkin, instincts, hunting, greed, power Worshipped in: Norwold, Wallara Tribelands and all Chaotic draconic communities of Mystara Appearance: A huge dragon with scales of mother-pearl, whose shape is slightly but constantly shifting. History: During her mortal life on Mystara Pearl was a particularly dangerous and sly red dragon, talented in the magical arts and so powerful and cunning that no mortal adventurer ever defeated her. The Great One had already sponsored the rise to immortality of a Lawful and a Neutral

Level, Alignment, Sphere: 17th (Celestial), LN, Time Symbol: A round shield with a boss in its centre; some may consider it a potter's wheel viewed from above Portfolio: Defence and safekeeping, patriotism, courage, resistance, virtue, fighting clerics, besieged settlements, Traldars, Milenians, Traladarans Worshipped in: Known World (Karameikos), Hollow World (Traldar Kingdoms, Milenia) Appearance: A petite woman with light complexion and short dark hair sporting a determinate and severe outlook, wearing an ancient bronze cuirass of Traldar or Milenian tradition and wielding a round shield in her left arm and a heavy mace in the right hand. History: Petra was the Queen of Krakatos and the most influential and charismatic priest of Khoronus in the Traldar lands when the gnollish invasion began in BC 1000. After

losing her husband in a humanoid ambush, she sided with Halav in his effort to unite the Traldar Kings and withstand the Beastmen's mayhem. Her help was indeed pivotal in convincing most of the other Traldar rulers to support Halav's battle plan, and because of her charisma and wisdom, she became first Halav's second in command and later his lover and Queen. During the dark years of the Beastmen's Invasion, Halav organised the offensive tactics and the assaults against the gnolls, Petra was in charge of preparing the Traldars' defences, while Zirchev monitored the enemies' moves and kept the communications among the Traldar cities. When the final showdown came and Halav killed the gnoll warleader at the cost of his own life, Petra herself held the funeral with high honours and a mask of grief on her face. Later however, she and Zirchev stole Halav's body and she raised him as her final demonstration of love. Once the gnoll menace had finally faded, Halav decided to continue his war against the beastmen in the unknown north, so he left his homeland and the crown to his beloved Petra, sure that she would have ruled wisely and protected the kingdom in his absence. And Petra did as she was expected, strengthening and enriching Krakatos despite the miserable conditions of the surrounding Traldar lands. Only later did she understand that she was only a few steps from immortality, and following the indications of her patron Khoronus, she found a time travelling artefact which she used to assure that her lineage continued to rule Krakatos for five generations, thus completing the Path of the Dynast in the VIII century BC, just before the fall of the last true Traldar settlements. In the upper spheres she grouped with her old friends, Halav and Zirchev, and they banded together to protect their descendants all over the world. Personality: Petra is a very practical immortal who doesn't like nonsenses and trivialities. She does not feel pity for those who do not have the courage to challenge fate and adversities and prefer instead to cry and mourn. She prefers those characters who go on despite the hardships and never fear to face the impossible. Petra is patroness of many warrior clerics, of those who defend besieged settlements and of Traldars and Milenians (and their descendants) all around the world. She is often in open conflict with Vanya because of Vanya's mood for conquering anything (including Karameikos) and because Vanya is sworn enemy of the Milenians. She also despises Leptar (aka Hircismus) who had a big part in the collapse of the last Traldar cities. Patron: Khoronus 2 Allies: Halav (her mate), Zirchev Enemies: Vanya, Leptar Classic D&D Stats: Followers' alignment: Any; clerics must be Lawful Favoured weapon: Mace (allowed all bludgeoning weapons, armed shields and short sword)

Clerics' skills & powers: +1 bonus to Strength, +2 bonus to Leadership and Military Tactics general skills Paladins' skills & powers: +1 bonus to Strength D&D 3E Stats: Domains: Time, Law, Protection, War, Courage Preferred weapon: Heavy mace Source: GAZ1, HWR3, HW, WotI

PFLARR
(Jackal-Head) Patron of Hutaaka, Patron of Nithia, Patron of Magic, Guardian of the Living and the Dead
Level, Alignment, Sphere: 25th (Eternal), N, Energy Symbol: A jackal head with human eyes Portfolio: Magic, knowledge, protection, hutaaka, magical experiments Worshipped in: Savage Coast (Renardie), Hulean City-states, Hollow World (Hutaaka, Nithians) Appearance: A 7 feet tall humanoid covered in fine brown fur and with a jackal head, wearing a simple Nithian linen tunic covering his thighs and hips. History: Pflarr wasn't born but rather created by a powerful Nithian wizard centuries before the Nithian empire climbed to its greatness. Pflarr was created with the purpose of being the ultimate bodyguard, but the experiment wasn't very successful since Pflarr's master was killed shortly after his creation. After avenging his master by slaying his killer (a rival wizard), Pflarr was left alone with two huge magical libraries at his disposal, so he did the only possible thing: he started to learn magic. With time he became an accomplished magic-user and eventually he discovered the Path of the Paragon, beginning his climb to greatness under the sponsorship of Rathanos. First he conquered the respect and trust of many different villages thanks to his magic prowess, introducing himself as the divine herald of Ra, come on this world to rule in Rathanos's name. With the help of all the constructs he had previously built, Pflarr created a powerful army and conquered a great part of the Alasiyan Basin. He then fortified his borders to keep away the warring neighbours and using his magical knowledge he built the first Monoliths (artifacts which absorb the power from the dead and the living to create specific magical effects), which allowed him to turn the swampy and arid lands of his duchy into fertile plains and grasslands. After a few decades Pflarr's duchy became prosperous and strong and its inhabitants worshipped both Ra and Pflarr as divine beings. Pflarr created then the Puissant Pyramid as part of his testimony, and after defeating all the spellcasting rivals in the Nithian valley (the last of whom was the sly Apophis, stepbrother of Chardastes), he finally became immortal in the sphere of Energy in BC 1540, the first "Nithian" to reach this status, followed by Maat shortly thereafter. Also, because he had helped Chardastes in re-conquering his kingdom, Chardastes imposed Ra's and Pflarr's cult (as well as Maat's) as Nithia's official religion, which became the basis of the future Nithian pantheon. When Nithia turned from Kingdom to Empire, Pflarr was already established as one of the main deities of the region, patron of all magic and right-hand man of Rathanos. In BC 1500 Pflarr shaped a race after his own image and thus the hutaaka were born. He gifted them with a broad magical knowledge, but he completely failed to pay attention to the Nithian politics and ethics. His only interests were that his

Note: WotI says that Vanya was Petra's sponsor. However this is impossible, since Petra lived around the XI century BC, while Vanya lived 400 years AFTER (she was responsible for halting the Milenians and allowing the ancestors of the Thyatians, Hattians and Kerendans reach the Thyatian mainland in BC600!). For this reason I have changed Petra's sponsor to the most likely Khoronus, who also happens to be a very valid choice as head of the Traldar pantheon. It's really strange that with all the Time immortals sponsored by Khoronus, the most obvious choice (Petra) was not used
2

followers kept worshipping him and that magical research was brought forward. For this reason he too was caught unaware by the sudden turn that the Nithians took and when he noticed the threat that Nithia had become for Mystara, Thanatos's corruption was already too deeply rooted to be cleansed without major casualties. So he worked in team with Rathanos to save some of the Nithian communities still loyal to the old ways and helped by Ka and Ixion they placed them inside the Hollow World, before the Immortals unleashed the punishment on the outer Nithian empire erasing it and its memory from the surface of Mystara. Pflarr obviously didn't forget his beloved hutaaka, and saved the wisest of them, abandoning those who had grown too decadent and stupid in their secluded valley on the surface world. With time however, he took a particular interest in lupins, a race of humanoids who later interbred with gnolls and hutaaka, and he helped them spreading all over the world trying to get their worship. Nowadays Pflarr's cult is almost absent on the outer world (he's worshipped only in Thothia, the only surviving Nithian colony, and among some lupin communities) and for this reason he pays much more attention to the affairs of the hutaaka and Nithians of the Hollow World. Personality: Pflarr doesn't think like other immortals, probably because of his origin. What he's mostly interested in are magical research and respect in the form of worship that he feels his followers must give him. When he notices some of his followers doesn't pay him the due tributes however, he doesn't intervene to punish them: he gives them a chance to make penance and take the right path, and if they refuse, he simply abandons them without hesitation, forgetting them in no time. He prefers to concentrate on the loyal worshippers or to create a new cult somewhere else than trying to win back lost followers. In his mind, he owes nothing to his worshippers, but rather it's the contrary: they must spend time to worship him and show him respect for all the blessings they receive. The only being that really drives Pflarr out of his mind is Ranivorus, a permanent sign of the Nithian attempt at creating another Pflarr (emulating the hutaaka race) and failing miserably. Pflarr hates Ranivorus with all his heart for the role he played in destroying Nithia and causing harm to his worshippers all over the world, and he doesn't refrain from hindering his plots whenever he can. Patron: Rathanos Allies: Rathanos Enemies: Ranivorus, Thanatos Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral Favoured weapons: Khopesh (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Intelligence, hear noise as thief of same level, +5% bonus to magical research of warding and protective spells D&D 3E Stats: Domains: Energy, Magic, Knowledge, Protection Preferred weapon: Khopesh Source: HW, HWR2, WotI, SCS, Dragon #237

PHARAMOND

Patron of Ambition and Power

Symbol: a black whirlwind with florescent red forked lightning Portfolio: magic, power, ambition, cleverness, dishonesty, deceit Worshipped in: Alphatia, Ochalea, Midlands, various outer planes including Old Alphatia Appearance: a human of average stature, with skin of an ashen pallor and veins that draw a blue spider web visible under the skin, his skull shaved and shining, a short black beard, hooked nose and violet eyes that constantly shine, wearing a gorgeous crimson-coloured tunic decorated with protective runes, with an enormous hood that he uses for to shade his face in theatrical manner, a belt of woven gold wires with precious gems, a pair of rods at the waist and a green crystal staff in his hand. History: PROBABLE THEORY: known as Karandas on Old Alphatia, he was a mage who became extremely powerful following several betrayals and well devised plans for eliminating his rivals. After the destruction of his world, unlike the rest of his compatriots, he remained on an island drifting in space, succeeding to save himself thanks to his magic, and patiently reconstruct a small empire exploiting his magical knowledge and to tear down any risk that placed in doubt his decisions. Following numerous journeys completed in the other planes was to know of a way per attaining eternal life, and so began the path of the Paragon under the guide of Razud. After having created the famous Gammarian phase ship, trained his apprentices and stabilising the atmosphere in the Alphatian space creating a unique environment, he was therefore welcomed among the Immortals in 930 BC. Afterwards he was completely dedicated to accumulating other knowledge and new power for scaling the Hierarchy of Energy with every means, extending his influence also in the new Alphatian Empire on Mystara, even if he has always shown more interest for the outer planes and the other dimensions than for the Prime. Recently with the help of other Immortals (Mazikeen, Harrow and Hircismus) has scheduled a plan for destroying several Immortal candidates of Mystara and favouring others of the outer planes and of the Nightmare Dimension who he sponsors, in a way of augmenting his prestige in the Sphere, but had been unmasked after the forfeit of Mazikeen and was judged guilty by Ixion of acts against the Prime. For this he lost a level and it is only thanks to the efforts undertaken in the last decade he has returned to his previous level. Personality: Pharamond is a social climber thirsty for power, an ambitious Immortal who lives to command and impose his own ideas on others (for this he prefers to surround himself with allied succubus who share his personality). He loves the power for the infinite possibilities of action that he gives, and his philosophy is that any means is legitimate for achieving his own ends, as well as deceit and brute force). The only one that has remained faithful to him among his former allies is Harrow, with who he continues to seek to bring among the Immortal ranks new candidates of Nightmare. Patron: unknown [presumed: Razud] Allies: Harrow Enemies: Mazikeen Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Chaotic

Level, Alignment, Sphere: 23rd (Empyreal), CN, Energy

Favoured weapon: dagger (allowed all one-handed small weapons) Clerics skills and powers: +1 bonus to Intelligence, +2 bonus to arcane magic, divine magic and alternative magic (not free) D&D 3E Stats: Domains: Energy, Chaos, Magic, Deceit Preferred weapon: dagger Source: IM3

D&D 3E Stats: Domains: Matter, Law, Magic, Craftsmanship, Arts Preferred weapon: dagger Source: PC3, WotI

PROTIUS
(Ahti, Manadyn, Manwara, Nithys, Father Ocean, The Spuming Nooga, Old Man of the Sea) Sovereign of the Oceans and Water, Patron of Sailors, Protector of Marine Fauna

POLUNIUS THE DESIGNER


Level, Alignment, Sphere: 25th (Eternal), LN, Matter Symbol: a compass and a hammer Portfolio: tritons, architecture, arts and crafts, magic, creativity, tradition Worshipped in: Arm of the Immortals (Gombar), Skothar (Tangor), Undersea, all Mystaran seas Appearance: an old triton (a being with the upper part of a human and the lower half of a fish) with a head of long white hair, a face lined by a thoughtful air, intelligent and flashing eyes, with a bag of coral full of books to shoulder strap and a dagger of coral inserted in a bandoleer that holds on his chest where it holds other items. History: Polunius in life was a great triton cleric-mage that studied for a large part of his life the corals, arrived to discover the secret of their growth and to interact magically with them for moulding them to his will. Teaching therefore to the tritons magic like accelerating and moulding the formation of the coral, creating architectural works of an immense magnificence, and succeeding to produce items and weapons of tough coral for the undersea peoples. Succeeded to crown his dream of Immortality proper thanks to his work, he was welcomed among the ranks of Matter by his patron Kagyar in the XV century BC. Personality: Polunius embodies creativity, freedom of thought, the tradition of the values of the tritons, crafts and arts in general, and keep the vision of a brilliant constructor and perfectionist. Presently his cult is widespread among the underwater peoples that research harmonic and artistic architectural work, and in special way among the tritons. Polunius doesnt have a good rapport with either Gorrziok (who is often associated with phenomena of devastation opposed to the philosophy of Matter) or with Saasskas, who preaches the destruction of life and beauty in the seas and who has oppressed his people from times immemorial in all the waters of the globe. Polunius sometimes collaborates with Kagyar and Wayland, with who he worked in the past to construct Pandius, the hidden Immortal city in the moon Patera. Patron: unknown [presumed: Kagyar] Allies: collaborates with Wayland and Kagyar Enemies: Gorrziok, Saasskas Classic D&D Stats: Alignment of followers: clerics and followers can have any alignment Favoured weapon: dagger (allowed all piercing weapons) Clerics skills and powers: +1 bonus to Dexterity and Intelligence, +2 bonus to sculpture and construction (not free)

(The Celestial Architect) Patron of the Tritons, Patron of Sculpture, Architecture and Arts

Level, Alignment, Sphere: 29th (Eternal), N, Time Symbol: a blue trident Portfolio: oceans and marine creatures, water, unpredictability, travel Worshipped in: Alphatia, Bellissaria, Cathos, Cestia, Davania (Thyatian Hinterlands, Izonda, Meghala Kimata), Isle of Dawn (Caerdwicca, Dunadale, Helskir, East Portage, West Portage, Redstone, Trikelios, Westrourke), Pearl Islands, Hollow World (Anathy, Antalians, Milenians, Nithians, Merry Pirate Seas, Traldar), Known World (Darokin, Ierendi, Minrothad, Northern Reaches, Thyatis), Norwold (Autuusmaa, Landfall, Oceansend), Qeodhar, Skothar (Minaea, Zyxl), Undersea, Thanegioth Appearance: the race of Protiuss manifestation form varies based on each type of follower that worships him, but all (either human, or triton, or merrow, etc.) share certain characteristics. Always with the traits of a male individual of advanced age, with beard, moustache and hair made from greenish algae, with a nude body or enveloped by algae that constantly drips salt water and a trident held in his fist. His face is mercurial: at one time he is calm and seraphic, then suddenly he is happy, only to get angry the moment after, passing to alternate stages of reflection or determined by his fixed expression. His other manifestation forms are a great dolphin of remarkable intelligence and gigantic whale. History: Protius is one of those Immortals of the so-called First Generation, so ancient that there is no record of his mortal form, even if he ever had been one 3 . He has always been associated with the water and the immensity of the sea as well as to its awful force, because of his disinterest for the fights of power and of his lack of ambition remains always at the margins of the living Immortals, content with his place in the hierarchal scale until the point he looked with favour on the rise of the younger Khoronus to Supreme Hierarch of Time. Presently Protius is worshipped all over the world by those cultures that have to deal with seas and rivers, and was often shown as the Old Man of the Sea, to prove that his true race is unidentified, and each marine culture considers him as a member of their own species. By the sub aquatic creatures
This supplement uses the first written version for the history of Protius from the Hollow World manual. The later version written by Aaron Allston in Wrath of the Immortals, considered reductive for the figure of Protius, can be resolved in this way: Protius was in life the most intelligent specimen of a race of mammals similar to seals living millennia before the appearance of the human species. Being capable of mastering the arcane magic, he succeeded to discover the secrets for travelling in time, and he is projected into the future of his world arriving in the past of Mystara! Here Khoronus contacted him and followed his journey, helping him to become an Immortal, after which he remained behind in his time.
3

he is known as Manwara, and every one of the more important races attribute to him a different role in their own pantheon. Manwara for the elves is the Guardian of Time and the Harbinger of Change. For the kna he is the patron of the diversity of sub-aquatic life, creator of the aquatic races and the kna, to which he has given the wisdom for earning the talents of all the other races. For the kopru Manwara is the patron of diversity and chaos, of warmth and of cold, and he is considered important because Manwara who has given them the ability to withstand the cold water and ice and for watching the sources of heat and volcanoes; Manwara commands the other races and to the same way the kopru, that possessing the domination, are his darling children because they can command others. For the merrow Manwara is the Creator of all the Oceans and Father of Life, present in each single drop of water, those that have given to all the aquatic creatures the freedom of movement in the sea that is without borders, and anyone use the riches of the sea for enjoying life and to bring stability by his will. For the tritons he is the Creator of the Sea and Magic, as well as depositary of the mysteries of life, and has chosen to give to the tritons, the wisest among the sub aquatic peoples, the magic knowledge necessary for commanding the aquatic elements. Finally, for the shark-kin Manwara has created the sea as their hunting lands, and in exchange they must go regularly onto the mainland for controlling the land dwellers, preventing them from dominating in the kingdom of Manwara, and seek information by reporting them. Personality: For millions of years Protius has embodied the sea in all its aspects: beauty, abundance, unpredictability, danger, immensity, wealthy and mystery. During the evolution of the species, he has always presided and watched over the oceans; causing storms and calming the oceans to his will for making the mortals understand only one thing: that he is the uncontested lord of the waters of Mystara, and it is effectively the only thing that matters to him. Protius is a loner and doesnt particularly love the human or humanoid races, even if he doesnt detest them: he is simply not interested in their destiny. Normally he receives the prayers of sailors and fishermen, and he takes the freedom of listening or ignoring them based only on his whims. What he really appreciates and for which he has interest are only the sub aquatic races, animals (including those intelligent) and plants, even if he can be persuaded to help any human or demihuman of land if he performs particularly generous acts towards the sea and the marine beings that Protius protects. Patron: Khoronus Allies: AlKalim, Water Elemaster Enemies: Saasskas, rivalry with Calitha Classic D&D Stats: Alignment of followers: Neutral or Chaotic Favoured weapon: trident (allowed all bludgeoning weapons, harpoon, net and short spear) Clerics skills and powers: can breathe underwater (or breathe air if the cleric is of a sub aquatic race) permanently (the ability is innate and cannot be dispelled) and can swim at the same rate as he can walk on the ground, +2 bonus to navigation and sailing (not free) D&D 3E Stats: Domains: Time, Water, Animal, Travel, Sea Preferred weapon: trident Source: HW, DotE, WotI, GAZ2, HWR3

RAD
Patron of Glantri, Patron of Magic, Lord of Radiance
Level, Alignment, Sphere: 22nd (Empyreal), LN, Energy Symbol: Three semi-circumferences which intersect each other, forming a perfect triangle Portfolio: Radiance, magic, knowledge, order, Glantri Worshipped in: Glantri Appearance: An elderly man with long white beard, a gruff outlook but with keen and piercing eyes, wearing a long robe embroidered with mysterious runes and magical symbols. History: Etienne d'Ambreville was born in the province of Averoigne on the world of Laterre (Dimension of Myth). Last heir to an old tradition of wizards and alchemists, Etienne was always a bit odd but had a real talent for magic. The problem was that magic was outlawed in his world and widely considered a heinous crime, a blasphemous pact with fiendish forces. Etienne sought for many years a way to escape his world, and he finally was able to create a magical gate which he used to lead his whole family out of Averoigne, fleeing religious persecutions in time. The Ambrevilles arrived in Glantri in AC728 and immediately gained lordship over a wide area which they christened Nouvelle Averoigne. Etienne later discovered the existence of a powerful source of magic buried beneath the very soil of Glantri, the first human to unveil the power of Radiance. After tinkering with its powers, he reached immortality in the sphere of Energy in AC 855, the second mortal to rise to the higher spheres without a patron (the first had been Rafiel). He immediately created the philosophy of "The Rad", a concept that represented magic in all its forms, which he himself promoted and spread among the wizards of Glantri, thus starting his own philosophical religion. He did not want to be recognized as a true immortal, to avoid the same religious persecutions and debates he had to suffer in his homeland, and later he made the Council of Wizard-Princes ban any kind of religious order from Glantri, in order to prevent any kind of religious schism in his country. Etienne was later responsible for creating the Great School of Magecraft, becoming its Grand Master in AC875, and in AC 896 the Principality of Nouvelle Averoigne obtained its seat in the parliament of the Principalities of Glantri. However, shortly after this acknowledgment, Etienne was treacherously killed by his brother Henri and his own mother Catharine, who wanted to usurp his lordship. Because of Etienne's curse, the two conspirators were reduced to skeletons and the whole Chateau d'Ambreville vanished in another dimension, while the Princes of Glantri prevented anybody from settling the Nouvelle Averoigne to avoid further disappearances. In AC 979 a group of adventurers was able to enter Ambreville Castle and to break Etienne's curse, raising him from the dead. The castle crumbled and all of the d'Ambrevilles trapped inside died, except for Etienne. He went back to Averoigne in Laterre and bargained with his old friend, the sorceress Genevive de Sephora, a passage to Mystara in exchange for her own tower, la Maison de Sylaire, which became the d'Ambrevilles new fortress. Finally he wished back to life all of his relatives and brought Nouvelle Averoigne to its ancient glory. From that day he has used his mortal identity of Etienne d'Ambreville to further his researches on the Radiance and the

Nucleus of the Spheres, and to create a cadre of powerful mages to help him maintain this secret (Brotherhood of Radiance). Personality: Rad is brilliant, unpredictable, lonely and terribly stubborn. As long as he impersonates Etienne, is pretends to be absent-minded and gruff, so long as to make others believe he suffers from senility, while in fact his mind is as keen as ever. Rad enjoys teasing all those people he considers too proud of themselves or stiff-necked using his typical Averoignese irony. In particular he provokes Ixion every time he can, since he never acknowledged his leadership in his sphere. This irreverence for the immortal hierarchy obviously brings him the sympathies as well as the hatred of many fellow immortals. Rad's irreverent character is often the point of many debates inside the Sphere of Energy, where is he taken as example by many hot-headed immortals who want to shake the hierarchy and overthrow the reigning immortals. Despite his stubbornness and his boldness however, Rad is too kind at the heart to take his enemies seriously. Patron: None (Radiance) Allies: None (sometimes collaborates with Rafiel) Enemies: None (often in contrast with Ixion) Classic D&D stats: Followers' alignment: Neutral or Lawful: clerics must be Lawful Favoured weapon: None (allowed all weapons which do max 1d4 hp at Basic level of mastery) Clerics' skills & powers: Rad has no clerics. The Shepherds of Rad in Glantri are in fact wizards who receive from Rad these powers: +1 bonus to Wisdom and Intelligence (one of the two bonus is granted at 1st level, the other at 9th level, at the Shepherd's choice); +10% bonus to any roll for enchanting magic items and researching spells. D&D 3E Stats: Domains: Energy, Law, Magic, Knowledge Preferred weapon: Dagger Source: GAZ3, WotI

RAFIEL

Level, Alignment, Sphere: 21st (Empyreal), LG, Energy Symbol: A book with a star on its cover Portfolio: Shadowelves, radiance, magical and scientific knowledge Worshipped in: Shadowelf Territories, Hollow World (Schattenalfen) Appearance: A middle aged human with meek outlook but with a piercing and cunning gaze, wearing a white runic (a scientist's apron) and a pair of spectacles. History: In ancient Blackmoor Rafiel was a nuclear scientist and a pioneer in the field of thought transmission and super symmetry, a science that rivalled with the arcane arts for usefulness and complexity. He analysed thoughts and the theory on collective memory, with the firm belief that another layer of reality could be found with these experiments. He was exploring this reality thanks to one of his inventions when the Great Rain of Fire struck and his mortal body was annihilated. His mind however got trapped inside the matrix of energy and thought he had entered and was exposed to the tremendous

Patron of the Shadowelves, Patron of Science

energies released by the catastrophe. Despite this, his consciousness survived but his soul was drastically altered. Rafiel lived in a dull limbo (the reality of thoughts he was so eager to discover) for a long time without being able to feel anything. Finally his mind touched the thoughts of some elves who had gone underground to escape Blackmoor's mortal taint, and he got a firm grip on them, trying desperately to escape his prison. These elves' need for a new hope became Rafiel's beacon, a new catalyst to focus his thoughts on, and slowly he managed he could recreate a whole body with the sole strength of his mind. This way he left the reality that had trapped (but also saved ) him for so long and back in the Multiverse he discovered he had become an Immortal. The elves he had contacted now worshipped him as a deity, and he renamed them the Shadowelves, his chosen people. From that moment (BC 1104) he has always acted to protect the Shadowelves with parental affection, since they were the only ones to show him the faith and devotion that helped him escape his prison. Rafiel created the 14 Verses and led his people to the Refuge of Stone with the promise of a brighter future, and he altered the soul crystals to further his own agenda. This way he began to build the Chamber of the Spheres, a new nuclear reactor, and at the same time he gave his followers the means to survive underground, curing the radiations that for generations had altered the genes of this folk. Personality: Rafiel is a calm, wise and good willed immortal. It was because of his extreme humanity and sense of duty that he helped the Shadowelves survive their affliction and got so attached to them. The 14 Verses he gave them as his commitments may seem harsh at times, but they have been helpful to protect the Shadowelves and make them thrive in all these centuries. His followers have however always considered him stern and severe because of these same religious traditions (like the habit of abandoning the malformed babies in the upper tunnels and chase off the elderly elves), but this is only because they do not know the reasons behind these laws. In fact Rafiel guides the humanoids to find and raise the malformed Shadowelves as their babies, to purify the Shadowelf race from radiations and infiltrate the humanoids with his followers. His main interest are the different kinds of energies found throughout the Multiverse, in particular Radiance, and he has always kept studying secretly that same energy which made him immortal. His most ambitious project is the construction of a nuclear reactor known as the Chamber of the Spheres (similar to the Beagle's Nucleus ) under the Refuge of Stone, with the only purpose of assuring that all the principles and scientific laws that he based his mortal life on are still viable (a clear sign of an obsessive-compulsive personality). For this same reason he is very interested in Rad's researches too, and even if they are not allies, they often collaborate to further their experiments. Rafiel is a pacifist but he has always used every means to fight against Atzanteotl's influence over his people. Atzanteotl is his only true nemesis, and he's being held responsible of corrupting many Shadowelves (among which the Schattenalfen) to the cause of Entropy. Patron: None (Radiance) Allies: None (he secretly collaborates with Rad) Enemies: Atzanteotl Classic D&D Stats: Followers' Alignment: Any; clerics must be Lawful

Favoured weapon: None (allowed all bludgeoning weapons and short sword) Clerics' skills & powers: +1 bonus to Wisdom, +1 bonus to ST vs. Spells, a free general skill to choose among a type of Engineering or a Science. Rafiel's clerics are Shadowelf shamans and gain access to a special list of spells (see GAZ13) D&D 3E stats: Domains: Energy, Law, Good, Magic, Protection Preferred weapon: Short sword Source: GAZ13, HW, WotI

RAITH
Patron of Just Revenge and Plots, Patron of Honour
Level, Alignment, Sphere: 11th (Temporal), CG, Energy Symbol: a white unicorn Portfolio: just revenge, plots, honour, truth Worshipped in: Davania (Brasol) Appearance: a man over forty years old with clear skin with a long, bushy head of tawny hair, wearing a wolf skin fastened at a shoulder with a short tunic of white linen underneath, a sword at his waist and many healing scars on his face and body (signs of the promises not kept by his followers), always accompanied by a proud white unicorn symbol of indomitable truth. History: PROBABLE THEORY: Raith was a Neathar that lived in the XI century BC in the region of Brasol. During his life he was always a righteous man and a great clan chief, but given of an ardent temperament and of a similar sense of pride. When he discovered that his wife was cheating on him with the high cleric of the clan (a priest of Diulanna), overcome by fury and jealousy impulsively killed the two lovers. Because of his rash gesture and by the fact that he had treacherously stabbed the two while they slept, Raith was exiled from his tribe after having been put to torture as required by clan law. After having been exiled, full of anger and rancour Raith took to wandering the Brasolian plains, placing his sword in the service of the other clan heads as a mercenary for venting all his resentment. It was only following an encounter with a unicorn accompanied by a group of amazons that Raith adjusted his actions. Indeed, after having saved the creature, the two became close friends, and Raith confided often with Uryon (the unicorn), who made him understand violent actions such as his had was turning him into an evil person and had poisoned his heart. Full of remorse for what he had done until that moment, Raith tried to atone returning to all the places in which he had killed somebody for anger or for duty, and began to help the families of his victims revealing from time to time the nature of his debt with them. Raith had to overcome many ordeals and many humiliations, but slowly his soul turned to cheer up when he saw the understanding and respect on the faces of those that once with his actions he had hurt and had ruined with pain. At the end of his life, Raith was a changed man, famous in all Brasol for being a noble spirit and for never leaving an injustice unpunished, and had also completed his task. When he met up again with Uryon for the last time, at the point of death, the unicorn was transformed into a beautiful woman who revealed that she was the Immortal of justice, Tarastia. She had set him a trial, and he had demonstrated that he could pursue justice without also

respecting the laws of the Brasolian tribe. For this sense of honour and virtue, Tarastia wanted to reveal to him the way for becoming Immortal forever. Raith spent the years of his old age in the attempt of creating an item that would restore his youth, and when he finally succeeded in his task, continued on the path of the Paragon travelling to central Davania in search of wrongs that need righting, especially those committed by wizards and mages without scruples. Raith became famous as the Avenging Angel, those that avenge injustice and cleanse the conscience with blood, and when his name became synonymous of oath and honour, he knew that he had finally attained Immortality. Still the term raith with the Brasolian population serves to show the testimony of a man of confidence and ordeal to which ought to subject a defendant for denying the accusation and regain honour. Personality: Raith is a very determined Immortal, and doesn't like compromise. In his experience, in life every sin must be cleansed, every debt repaid for the conscience to be clean and for justice to reign. He, however, doesn't believe that the law ensures justice among mortals, so he acts with quick, decisive methods, as in his opinion, the end justifies the means. He never tells his faithful to impose penalties greater than the sin, instead he urges them to use all means available to ensure that the guilty be tried and sentenced. The philosophy of Raith is that of the law of retaliation: an eye for eye and a tooth for tooth. Patron: unknown [presumed: Tarastia] Allies: none Enemies: none Classic D&D Stats: Alignment of followers: any; clerics must be Chaotic or Neutral Favoured weapon: short sword (allowed all one-handed slashing weapons) Clerics skills and powers: bonus detect lies ability, +2 bonus to codes and laws (not free) D&D 3E stats: Domains: Energy, Chaos, Good, Vengeance Preferred weapon: rapier Source: IM3

RALON

(Sister Grain) Patroness of Renardy, Patroness of Healing and Fertility, Patroness of Agriculture and Trade

Level, Alignment, Sphere: 4th (Initiate), NG, Thought Symbol: a bunch of grapes above an ear of grain Portfolio: Renardy, fertility, life, joy, agriculture, trade, wealth, health, healing, lupins, tortles Worshipped in: Savage Coast (Bellayne, Dunwick, Renardy, Territory of the Tortles) Appearance: a maremma lupin with snow-white fur and loving eyes, wearing a large white tunic, a series of phials with alchemical preparations tied at her belt, a bag full of food on her shoulder and a wineskin of wine tied at the neck. The second form is that of a tiny female tortle (humanoidturtle) with a golden shell and sweet eyes, who carries at her waist a wineskin of wine and a bag of food. History: PROBABLE THEORY: during the VI century, besides the brave Mtin there was another character who left a mark in the history and legends of the people of Renardy. Ralon

was a clever and young noblewoman that lived in the region bathed by the River of Dreams in the years in which the amber lotus, transported from the northern plains by the water of the river, ending to threaten life and the cultivations of the lupin of the eastern regions because of its soporiferous effects. The motherless, Ralon was a young person with many talents, given of a rowdy character, whose fathers position (noble Baron to the court of the monarch) permitted her the possibility of satiating her thirst of knowledge and experience in any way. It was so that she became an able botanist, an alchemist, a healer, a mage and an excellent student of history and legend. The sudden death of her beloved father during a hunting accident, caused by the pollen of the amber lotus, pushed Ralon (heiress of the house and at this point twenty years old) to study at length the effects of the lotus for finding a cure, and at the same time also become more enterprising and independent, refusing many offers of marriage for managing by herself the affairs of the house. With a little luck and intuition, Ralon discovered that the wine of her vines, thanks to the properties of the land and to the alchemical products used by Ralon, mixed with powder of that lotus, created a mixture that made whoever drank it immune to the effects of the flower. In brief time he prepared the composition and he presented it to the monarch, guaranteeing the effects. Thanks to this secret potion, the lupins were finally in a position to advance into the northern prairies and of banging heads with the goblinoids, and in this same period, thanks to the efforts of Saimpt Mtin, the first system of locks on the River of Dreams was completed, making Renardy more secure. In the following years she spread among the Renardois nobles the news that the vineyards could help to combat the effects of the amber pollen, and so flourished numerous wine growing companies of small and medium size, brining to the fore a new class, that of the winemakers, who together with the merchants enormously improved their social position in the VII century. In a few decades, the cultivation of grapes and the production of wine became one of the more profitable activities and of national prestige, and the home of Ralon was that which benefited the most. Ralon also suggested to the monarch the institution of the gold leaves as an annual competition between the vineyards for deciding which was the best, a method that is still used for mediating the rivalry between the nobles and merchants that in the past had instead been resolved with duels to the last blood. Thanks to all this her innovations and inventions, Saimpt Renard summoned her to him one day, while strolling in the middle of her vines, and from that moment she entered into the ranks of the Renardois saints (even if in realty simply continuing her path for Immortality, that she achieved in the Sphere of Thought in the first half of the VII century AC). Personality: Ralon is an Immortal very concentrated on the events of the lupins and of Renardy, but hasnt lost her love for the agronomy, knowledge and research. She became the patroness of farmers and merchants, but also of sages and of a large band of Renardois monks, whose monasteries always possess a spacious area dedicated to botanic arts, vineyards and cultivations of every kind. In the last century she has also been welcomed into the tortle pantheon as Sister Grain, hypothetical child of Father Earth (Ka) and Mother Ocean (Calitha). Patron: Korotiku Allies: Saimpt Renard (Korotiku), Saimpt Mtin

Enemies: none Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: scythe (allowed all tradition farmer weapons) Clerics skills and powers: power of freely casting the spell purify food and water once per day Paladins skills and powers: permanent ability of determining if food and drink are edible or harmful D&D 3E stats: Domains: Thought, Good, Healing, Fertility Preferred weapon: scythe Source: SCS

RANIVORUS

Level, Alignment, Sphere: 16th (Celestial), CE, Entropy Symbol: A human head with five snakes coming out of the mouth Portfolio: Gnolls, madness, raiding, destruction, deceit Worshipped in: Known World (Broken Lands, Ylaruam, Northern Reaches), Hule, Yazak Steppes, Hollow World (Nithia) Appearance: A hirsute yellow furred 17 feet tall gnoll with powerful drooling jaws and spiked fangs wearing a black plate mail and with two footman's flails in both hands. History: Ranivorus was one of the first gnolls bred by the Nithians around BC 1050. He soon proved to be a charismatic leader with chaotic and destructive tendencies and grouped under his shadow many other mischievous gnolls. In the end, he led the gnolls to rebel against their Nithian masters, and in the mass uprising that followed was able to flee from Nithia, guiding his gnoll followers to wreak havoc to the four corners of the Known World. His folly and sadism attracted Thanatos's attention, who put the bloody gnoll on the path towards immortality. After pushing his fellow gnolls to invade Traladara in BC 1000, Ranivorus was in fact one of the few who were able to survive their defeat, and moved westwards rampaging the countries he met, until tribe his stopped in Hule, and there he reached immortality in the sphere of Entropy at the end of the X century BC. From that day, Ranivorus's cult spread among the surviving gnolls with few rare exceptions (the Grugraakh of Graakhalia and some tribes of Hardanger gnolls). He cooperated with Thanatos to corrupt the Nithian society with promises of power to its leaders, and ultimately caused the downfall of his hated masters. Personality: Ranivorus was a good pupil of Thanatos, and has become a hateful, chaotic and destructive deity. He loves to watch creatures harm things and beings, he revels in bringing madness and desperation in the mortals' souls, and enjoys corrupting the weaker spirits with evil deceits. He often uses his shamans to rally humanoids in warbands and spread violence and chaos on Mystara. Ranivorus hates Pflarr (patron of Nithians) and Halav (patron of Traldars) with fiery passion, and competes with Karaash to gain more followers among the humanoids. Garal is also viewed as an enemy, because he represents a part of his ancestry which he despises (since gnolls were created mixing gnomes and trolls). Patron: Thanatos

(Yeenoghu) Patron of Gnolls, Patron of Raiders, Lord of Madness

Allies: Sometimes teams up with Thanatos Enemies: Halav, Pflarr, Karaash, Garal Classic D&D Stats: Followers' alignment: Neutral and Chaotic; clerics must be Chaotic Favoured weapon: Footman's flail (allowed all bludgeoning weapons) Clerics' skills & powers: Clerics can bring temporary madness upon a living being once a day if he fails his save vs. Spells (it causes the victim to drool for 1d4 rounds doing nothing else); madness can influence only creatures up to 4HDs (total HD that can be influenced with a single use is equal to shaman's level); bonus Fighting frenzy general skill Avengers' skills & powers: Fear spell-like power twice a day D&D 3E stats: Domains: Entropy, Chaos, Evil, Destruction, Madness Preferred weapon: Footman's flail Source: GAZ10, HWR2, HW, WotI, GAZ2

RATHANOS

(Ra) Patron of Nithia, Lord of Fire

Level, Alignment, Sphere: 28th (Eternal), CN, Energy Symbol: A flaming brand Portfolio: Fire, fire creatures, energy, power, male supremacy Worshipped in: Davania (Meghales Amosses), Great Waste, Isle of Dawn (Ekto, Thothia, Trikelios), Alatian Islands, Hollow World (Nithia), Known World (Ierendi), Skothar (Esterhold, Jen, Minaea) Appearance: A 7 feet tall humanoid made of blazing fire, without any distinctive features History: Rathanos was a wizard of the ancient Oltec civilization, totally obsessed by the power of fire and the elemental plane associated with it. With the passing of years he became an unchallenged master of fire magic until he discovered the path to immortality and finally around XXV century BC ascended to the Sphere of Energy under the patronage of Ixion. After becoming immortal he spread his teachings to all of the Jennite tribes living in Skothar, descendants of the Oltecs whom Rathanos belonged to in his mortal life. At the same time he took a particular interest in the ascension of the Nithian people, becoming one of the most important deities in their pantheon and their foremost patron together with Pflarr. During the centuries he managed to create a strong movement for male supremacy inside the Jennite culture and this put the matriarchal tradition of the Jennites in danger. This friction escalated in an open civil war that opposed the female followers of Tarastia to the male worshippers of Rathanos, and the strife caused the collapse of the Jennite civilization, which reverted to Stone Age. This started the fire of misogynist hatred inside Rathanos's soul. Rathanos turned then his attention wholly on Nithia, but here Thanatos's schemes made the Nithians turn to the wrong side and caused Rathanos to lose many of his followers to the rival Corona (the Nithian identity of Zugzul), who brought the Magian Fire Worshippers on his side. Rathanos chose to concentrate his blessings and protection only on the most faithful of his followers and managed to preserve Thothia (the Nithian colony on the Isle of Dawn) from the Entropic influence of Thanatos and his allies, saving it from the immortals' cleansing and annihilation of the empire.

Afterwards he joined Pflarr, Ixion and Valerias in recreating the Nithian Empire in a preserved place, and after choosing the most traditional communities among those spared they transplanted them in the Hollow World. Here the Nithians thrived once more and they prospered under the guidance of the pharaohs loyal to the ancient immortals. Personality: Rathanos is obsessed with power and his misogynist view of the universe, which leads him to systematically oppose every female immortal just for the fact of being female (the same attitude is also present in many of his clerics). Rathanos's only interest is the complete transmutation of all matter into energy, and in fire energy in particular. He is constantly searching for a spell that will allow his followers to turn into beings of pure energy, making them unbreakable and immortal. However up to now his researches have not produced the ultimate spell, and for this reason he continues to push his followers along this path, promising them that only this way they will achieve true immortality. If his plan will ever come to pass, he will create a nation of beings that will be born as mortals and can learn as fast as only mortals can do, but later will become eternal beings serving the cause of Energy. Because of his character and goal he is in perpetual contrast with many female immortals (notably Tarastia) and with Zugzul, patron of fire giants and self-appointed Master of Fire way before Rathanos rose among the immortal ranks. Patron: Ixion Allies: Pflarr, Elemaster of Fire Enemies: Zugzul, Stodos, Tarastia, Diulanna, Vanya and all female Immortals that challenge male supremacy in the universe Classic D&D Stats: Followers' alignment: Neutral or Chaotic Favoured weapon: Torch (allowed all bludgeoning weapons) Clerics' skills & powers: Clerics can cast Resist Fire and Produce Fire once per day for free (see spells with same name), +5% bonus to researching spells based on fire, bonus "Firebuilding" general skill Avengers' Skills & powers: Permanent "Resist Fire" power (see clerical spell with same name) after sacrificing 1 point of Constitution in a ritual dedicated to Rathanos, +1 bonus to ST vs. Fire D&D 3E Stats: Domains: Energy, Chaos, Fire, Magic, Strength Preferred weapon: Club (any) Source: HWR2, HW, WotI, DotE, M5

RAVEN

Level, Alignment, Sphere: 7th (Temporal), CN, Thought Symbol: a black crow with spread wings seen from above Portfolio: good luck, fun, jokes, games, guile, pranks, halflings Worshipped in: Alphatia, Known World (Five Shires), Serraine Appearance: an old but active halfling who wears showy clothes, with sparkling eyes and malicious look that only promises trouble, short blond hair streaked with grey and a face full of wrinkles, despite his body he is still healthy and vigorous. History: in his mortal life, Falcho Fallowguard known as the Raven was a halfling from the flying city of Serraine who never

Patron of Good Luck, Patron of Jokes and Fun, Master of Guile

took anything serious, not even his quest for Immortality. Perennially blessed with luck, all his life was an unending anthem to recklessness, in search of adventure and fun, always relying on his instincts, guile or chance and never plans anything. After decades spent among the skies in his favourite Serraine and among the lands of the Known World to bring disorder (in particular in the Five Shires), Falcho by chance during his journey came across the legend of the Epic Hero pointed to in the writings of a sage in some books that he had recently stolen from the library of a Thyatian mage. He subsequently literally slammed against an Immortal on the peak of a mountain where he was trying to recover some of his property, lost while travelling through clouds on the back of a friendly dragon. Tyche was affected to such an extent by his boastful attitude and his luck that she wanted to propel him on the path of Immortality. During his research Falcho continued to be blessed with luck, since the deeds to which he was called to achieve turned out to be childs play for him, so that Tyche, amused beyond measure, welcomed him among the Immortals in the IV century AC. Personality: The Raven is not at all interested in the problems of Mystara and doesnt want anything to do with the obligations that normally relevant to an Immortal. He doesnt ignore the orders of his superiors, but every time finds an excuse by seeming busy and avoids them, he never losing the occasion to infringe the rules. What he nevertheless prefers is to exploit his sense of humour in order to play practical jokes and make fun of the other Immortals, in particular those too serious, and in this he has good allies both in Cretia (who often participates in his digressions) and in Korotiku. The Raven doesnt practice jokes and tricks for malice or with spitefulness, but merely for enlivening an otherwise too placid and boring life, and this is exactly the philosophy that he teaches his followers. Furthermore, due to his incredible luck, he is worshipped especially as patron of good luck, and for this it often amuses him to take in turn Tourlain, eternally unlucky and his preferred target, who is also under the protection of Tyche for the unknown will of the bandaged goddess. His cult is popular in the Five Shires, among the Alphatian halflings and in the flying city of Serraine. Patron: unknown [presumed: Tyche] Allies: Tyche, Cretia, Korotiku Enemies: none (playful rivalry with Tourlain) Classic D&D Stats: Alignment of followers: Neutral or Chaotic; clerics must be Chaotic Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: free acrobatics and taunt skills D&D 3E Stats: Domains: Thought, Chaos, Luck, Deceit Preferred weapon: sling Source: IM3

Worshipped in: Alphatia, Bellissaria, Isle of Dawn (Ekto, East Portage, Trikelios), Known World (Glantri, Minrothad), Norwold (Alpha), Skothar (Esterhold), Old Alphatia History: In ancient times, on another world, Razud belonged to the Cypri people, copper-skinned humans that were later conquered by the pure Alphatians and ended up assimilating the Alphatian race. Razud was a very powerful and wise wizard that at the end of his life discovered the path for immortality and undertook it under protection of Ixion, becoming immortal way before the Alphatian invasion of his world (around 4400 BC). When then Alphatians conquered the Cypri, the empire assimilated also many of the Cypri habits and legends, among them the cult of Razud. In the millennia that followed, Razud became also patron of the Alphatians (mainly worshipped by middleclass and wizards), and thanks to his intercession and to his guidance the survivors of the war that annihilated Old Alphatia (both Followers of Air and of Fire) managed to land on Mystara in order to rebuild the empire. But although he helped the Flaems to purge themselves from the evil taint of Alphas IV's folly, his cult did not remain strong among them as much as among the other Alphatians, also because of Rad's manipulation of the Glantrian politics. Personality: Razud is a determined and resolute individual. For this reason, he especially looks with favour over those worshippers who demonstrate to be independent and selfsufficient, those who look for his guidance and protection, but at the same time they are bold and resolute enough to face the challenges of their life with their own strengths. Razud is worshipped especially by all those who struggle for a better life, independence and success. He is a loyal ally of Alphatia and collaborates occasionally with Koryis (whose extreme lack of will often angers him), while his true enemy is Alphaks the Destroyer. Patron: Ixion Allies: Alphatia, occasionally Koryis Enemies: Alphaks Classic D&D Stats: Followers' Alignment: Any Favoured Weapon: Mace (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Wisdom and Initiative rolls, +2 bonus to Saving Throws vs. spells of domination or charm D&D 3E Stats: Domains: Energy, Good, Strength, Will, Courage Preferred Weapon: Mace (light or heavy) Source: HW, DotE, WotI

RUAIDHRI HAWKBANE

(The Silver Hunter) Bane of Lycanthropes, Patron of Hunters

RAZUD

Level, Alignment, Sphere: 31st (Hierarch), NG, Energy Symbol: The granite tree (a tree of any kind, made of stone) Portfolio: Alphatians, self-determination, independence, courage, freedom, authority, strong willed characters

Patron of Self-determination and Independence, Patron of the Alphatians

Level, Alignment, Sphere: 3rd (Initiate), LE, Thought Symbol: A giant hawk with human eyes pierced by a silver arrow in its chest Portfolio: Destroying all lycanthropes, protecting demihumans, hunting, revenge Worshipped in: Known World (Minrothad, Darokin), Sind, Undersea Appearance: An elven hunter wearing a silvered chain mail and holding a silver longsword, with a longbow on his shoulders and silver-tipped arrows in his quiver

History: Ruaidhri was born in the IV century AC on the Traders' Isle in Minrothad in a family of wood elves. He witnessed all his parents and relatives massacred by the werehawks during the spreading of lycanthropy in Minrothad. Mad with rage and burning with vengeance, he led the faction of elves that eventually brought about the Silver Purge in AC 443. After wiping out Minrothad of its werebeasts, he left his home to complete his revenge, following all traces and rumours pointing to the existence of werehawks all around the world. He killed the last member of that race in AC 593. After all his travels and experiences he was convinced that despite all his efforts and long life, the world could have never been freed by the plague of lycanthropes by a mere mortal. For this reason he chose to walk the path towards immortality: to go on with his hunt eternally. He became immortal in the VIII century AC and his cult spread especially in Minrothad and Undersea. Personality: Ruaidhri is obsessed by his crusade against what he perceives to be a cursed race preying on the living people and above all a constant threat to the life of all demi-humans (he was an elf). For this reason, the werecreatures but be eliminated without showing any regret or mercy. For his inhuman hatred of all lycanthropes he has become a fierce enemy of Mrikitat, Orcus and even Zirchev, who instead protect them. Ruaidhri is a loner who doesn't want stable alliances, and even his sponsor Malinois abandoned him when he realized the extent of his pupil's hatred. In order to pursue his vendetta, Ruaidhri will go to great lengths, even allying himself with Entropics if needs be. Patron: Unknown [likely: Saimpt Malinois] Allies: None Enemies: Mrikitat, Zirchev, Orcus Classic D&D Stats: Followers' alignment: Any Favoured weapon: Long and short bow (allowed all classic hunter's weapons: dagger, long and short sword, quarterstaff, spear, sling, bolas, net, trident and javelin) Clerics' skills & powers: Bonus tracking skill D&D 3E Stats: Domains: Thought, Law, Evil, Hunting Preferred weapon: Long bow Source: PC4

SAASSKAS THE DESTROYER


(Panzuriel) Patroness of the Devilfish and Death
Level, Alignment, Sphere: 17th (Celestial), CE, Entropy Symbol: a black manta seen from above Portfolio: destruction, conquest, necromancy, oceans, devilfish Worshipped in: Izondan Abyss, Sea of Dread, Undersea, and everywhere where devilfish are present Appearance: an enormous black as ink manta with keen fangs that extend from the mouth below. The second form is that of a creature with the upper half of a human woman with the deformed face because of a enormous mouth and fangs, smooth and milky skin, six muscular arms that likewise hold weapons, the nude torso that ends in a powerful and long serpent tail of white scales, with the tattoo of a black manta on her back. History: Saasskas began her mortal life as one of the more ruthless devilfish of the seas of the south. After having guided

legions of her like to raid and depredate the other underwater races for decades, succeeding finally to become a vampire (ixitxachitl) thanks to a pact with Demogorgon, and from that moment dedicated herself to the achievement of true Immortality, an goal she realised around XXIV century BC, after having sacrificed thousands of tritons on the altars situated in the oceanic depths of the Izondan Deep and made an entire triton population to migrate in fear of the terror. After a pair of centuries spent operating in the outer planes advancing the plans of Entropy, Saasskas returned to Mystara and saw that her natural enemies, the tritons, were surviving in the Sunlit Sea and had founded Undersea. She therefore appeared before her followers and exhorted them to undertake an evil crusade against the tritons of the Sunlit Sea, guiding their actions from the shadows. She also subjugated some Taymoran priests inducing them to follow the entropic cause and harass her enemies. Following the terrible natural catastrophe that sank the region in which lived the Taymorans in the Sea of Dread, Saasskas then appropriated many of the cadavers of the Taymorans and reanimated them as zombies and velya under her orders, spreading them throughout the Sea of Dread. Today Saasskas controls many hordes of undead, devilfish and pirates scattered throughout the Sea of Dread, where she is also known under the name of Panzuriel by her humanoid followers. Personality: Saasskas is an unfaithful and far-sighted Immortal. She prefers corrupting and later exploiting all those that venture into the dark realm of her followers, and isnt in any hurry to achieve her aims, given that she has a firm conviction in the absolute power of chaos. For it is this that the kingdom of Undersea will inevitably capitulate, and in that expectation she delights in observing the suffering inflicted on the tritons and the discord that her followers sow among the other undersea races. When finally the time is ready, she will use all the cadavers that she animated in the abysses (sailors, ancient Taymorans and underwater humanoids) to press the final assault against the hated enemies and annihilate the kingdom of Undersea. Patron: unknown [presumed: Demogorgon] Allies: none Enemies: Protius, Calitha, Polunius, Gorrziok, Malafor Classic D&D Stats: Alignment of followers: Chaotic Favoured weapon: natural weapons (allowed spears and tridents) Clerics skills and powers: +1 bonus to damage inflicted, +1 bonus to rolls for controlling or destroying undead D&D 3E Stats: Domains: Entropy, Chaos, Evil, Death, Sea Preferred weapon: bite Source: PC3, WotI

SATURNIUS

Patron of Liberty, Protector of Pirates

Level, Alignment, Sphere: 16th (Celestial), CG, Energy Symbol: the Phrygian cap (pileus) Portfolio: liberty, fight slavery, independence, adventurers, pirates Worshipped in: Hollow World (Milenian, Merry Pirate Seas, Traldar), Known World (Ierendi, Minrothad, Thyatis), Skothar (Minaea)

Appearance: a middle aged human, with a tanned complexion and many wrinkles that line his face giving it a mature attraction, greying black hair gathered in a ponytail behind the neck, a shadow of a grey beard on his chin and cheeks, two clear blue eyes that express determination and benevolence, dressed in the simple clothes of a sailor, leather boots, a crimson cloak and a red Phrygian cap worn across his head (the pileus), with a dagger and a magic rod at his belt. History: PROBABLE THEORY: Saturnius was a Taymoran mage who lived towards the end of the golden age of this culture. After having served for years in the court of a small southern noble, he began to notice a negative change in the Taymoran society and clearly perceived the influence of the entropic force behind everything when a mysterious stranger arrived from the north seeking to convert his lord to the way of necromancy with the promise of eternal life. Saturnius tried to warn them of the noble, but for all these answers he was accused of treason and he was imprisoned. After years of slavery and by now resigned to end up by being devoured by his ancient lord who had become a vampire, Saturnius was unexpectedly freed during a raid organised by a group of rebels headed by a fighter named Kron. Saturnius was united with his band and discovered that while he had remained in prison other small nobles and lords of the Taymoran war had begun to convert to evil and necromantic cults, unleashing war on the nearby cities and throwing the southern region into chaos. Kron was the leader of a numerous group of Taymorans that had endured many losses and impositions for the guilt of those nobles, and had tried to fight back. On the strength of Saturniuss knowledge about the fortress in which he dwelt, Kron organised a full scale assault to destroy the vampire and his lackeys and free the remaining prisoners. The deed was a success and Saturnius was even able to retrieve his own very precious arcane tomes. Afterwards, he began to conceive the idea of creating an independent kingdom to shelter from the war and from the expanding demonic influence. After convincing Kron to follow his plan, Saturnius planned the construction of an immense floating and habitable platform that would be able to take the fugitives far from the Taymoran coast, causing them to live in the Sea of Dread until they had no need of accommodation. So they should be able to dock everywhere and take what they need without having to submit to anyone. It was at this point that Saturnius was contacted in dream by Ixion, who had followed his tasks, and who revealed to him that continuing on his undertaken path he would not only achieve independence, but Immortality as well. Therefore, aided by the magic of Saturnius (who had created the Pileus, a cap given of astonishing powers, given by him to Kron for facilitating the revolt and the escape of their allies), the Free City of Kron was finally realised, an immense floating platform capable of moving in the oceanic waters and of accommodating a thousand people. Mostly Taymora was allied to Kron, who became a legendary leader for all the oppressed, however always refusing the tile of monarch and preferring that of Commander, and thanks to the floating city they were able to escape the terrible seismic disasters that sank a large part of the region inhabited by the Taymoran between 2000 and 1700 BC, creating then the islands of Minrothad and Ierendi. Kron never wanted to leave his floating city, preferring instead to enlarge it and leaving it capable of moving to his liking, thanks to the magic of

Saturnius, in order to avoid offering to their enemies an easily conquerable land, resorting finally to piracy. For his part, Saturnius with the passing of the years succeeded to build a unique artefact capable of calming the waves and controlling the weather around the floating city of Kron for protecting it, placing it in the heart of his territory. After having trained his descendents in the arcane arts, was proclaimed High Wizard of Kron (name that the city had taken from its first legendary governor), Saturnius left the platform for the Celestial Spheres, with the agenda of always fighting to free the oppressed from the slavery of the powerful, teaching that the inhabitants of Kron with time pull ahead and become pirates and corsairs. In the following centuries the floating city was in part destroyed by natural events and by assaults of the Nithians, but the survivors continued their work of piracy with their war rafts, while the cult of Saturnius is popular in all the nations bathed by the Sea of Dread and even among the Merry Pirate Seas of Hollow World. Personality: From the moment of his ascension at the end of the XIX century BC, Saturnius is the patron of liberty and the overwhelmed on Mystara; he has gained a small following also among those that pursue the ideals of self-determination, independence and anarchy that is pirates, corsairs and adventurers. His only sworn enemy is Brissard, patron of slavery, and he doesnt have any stable allies. Patron: unknown [presumed: Ixion] Allies: none Enemies: Brissard Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Chaotic Favoured weapon: dagger (allowed the sabre, short spear, scimitar, trident and throwing dart) Clerics skills and powers: +2 bonus to ST vs. any form of paralysis (magic or normal), free escape artist and run skills D&D 3E Stats: Domains: Energy, Chaos, Good, Travel Preferred weapon: dagger Source: Master and Immortal set

SHARPCREST

Level, Alignment, Sphere: 14th (Celestial), N, Time Symbol: a giant squid pierced by a trident Portfolio: kna, prosperity through trade, underwater hunting Worshipped in: Undersea and all Mystaran seas Appearance: a kna (humanoid with the head of a fish and only one fin instead of feet) given of great oratory and charisma, of imposing stature (over 3m) with powerful shoulders and musculature, orange scales and a majestic, pointed, cobalt blue dorsal crest, dressed in a tunic of algae and armed with only a spear and a harpoon. History: during his mortal existence, Sharpcrest was a hunter and kna merchant famous for his numberless battles against the octopi and giant squid. He created the first underwater caravan killing himself a giant squid and then tamed a masher (great sub aquatic worm) for transporting its carcass. Sharpcrest then accumulated an enormous fortune thanks to his merchant gifts and founded a commercial empire that stretched all over the Sunlit Sea, opening the routes of

Patron of Kna, Protector of Marine Hunters, The Squidslayer

commerce to the kna race. Becoming Immortal in the Sphere of Time in the XI century AC, after having known maintaining in life his mercantile company (that stretched all over the Sunlit Sea) during different ages, now he is the patron of underwater hunters, kna and trade in general. Personality: The negotiation skills of Sharpcrest and his good faith are still called on today in the cause of kna that are preparing to initiate a business negotiation or a journey by sea. He is an able orator and an astute negotiator for any type of negotiation, often acting as the representative of his sphere. In general he is a friendly individual even if cautious and sly, and the only declared enmity is that for those that seek to undermine the tranquillity of his followers, or Slizzark (patroness of the kopru), Saasskas (patroness of the devilfish) and Crakkak (patron of shark-kin and marine predators). Patron: unknown [presumed: Calitha] Allies: Malafor, Calitha Enemies: Slizzark, Ssasskas, Crakkak Classic D&D Stats: Alignment of followers: followers and clerics may have any alignment Favoured weapon: short spears (only allowed all types of dagger, trident, javelin, net and harpoon) Clerics skills and powers: +1 bonus to attack rolls and to the damage inflicted when fighting against marine monsters (excluding marine humanoids), +2 bonus to one of the following general skills (chosen by cleric) haggle, appraise or train squid (not free) Avenger and Paladins skills and powers: +1 bonus to attack rolls and to the damage inflicted when fighting underwater D&D 3E Stats: Domains: Time, Water, Trade, Hunting Preferred weapon: trident Source: PC3, WotI

SHAPER, THE

Patron of Tolerance and Equality, Master of Charity, Defender of the Weak

Level, Alignment, Sphere: 7th (Temporal), NG, Energy Symbol: a black quarterstaff with an open white hand at the upper extremity Portfolio: peace, charity, equality, justice, tolerance, combat disorder and prejudice, protect the weak Worshipped in: Alphatia, Davania (Brasol, Izonda, Pelatan, Ice Peaks, Vulcania), Yannivey Appearance: a young human of twenty years, with a stately and muscular physique (1.80m by 80kg), long blond hair and noble and kind expression. History: Durblaga was born in a tribe of orcs in the southern continent of Davania. Beaten since he was little by his fellows because of his submissive disposition and of his superior intelligence, he grew with a crooked back and numerous physical flaws, and neglected by the tribe he became grumpy and incredibly vindictive. When his tribe was subject by a powerful Varellyan mage who was expanding his domains, Durblaga chose the occasion and on offering his own services, he was welcomed as apprentice by the wizard until he became, in the course of the years, his right arm, thanks to his remarkable intelligence. However, with the passing of time Durblaga was always very disconcerted by the wickedness and by the atrocities committed by his lord in the name of the

quest for power and wealth, began to doubt his undertaken path. After observing the ways of the wizard, Durblaga also gained the first information on the paths of Immortality proper when the mage began his climb in the Sphere of Entropy. Afterwards, a paladin devoted to the cause of good arrived in the land of the evil wizard and challenged his power, succeeded to defeat him and free his slaves. Durblaga was saved by the piety of the paladin, the valiant Paarkum (later becoming Immortal proper following this deed), and from that day he swore a solemn oath of forswearing the cause of evil and of fighting for protecting the defenceless. Durblaga took with himself the books of magic and the tomes of ancient knowledge of the old master and he moved into the mountainous and uninhabited Vulcania, started to travel the path of the Paragon in a remote site where he wouldnt have to meet other power thirsty magicians. After having created an artefact known as the Hand of Kindness (a staff capable of helping the oppressed and the suffering), he trained his disciples in the way of good, and after having changed a large part of the land his abode making it fertile and habitable, an oasis in which humans, demihumans and humanoids lived together in peace, was welcomed by Ixion into the Sphere of Energy in 240 AC, leaving as a legacy the Hand of Kindness to his followers, that now he brought in turn to Davania preaching to humans and non-humans the way of justice, equality and charity in the name of the Shaper. His faith moreover has also extended into Alphatia from when he manifested and has gained followers in the kingdom of Limn, homeland of humanoids and intelligent monsters that live peacefully in Alphatia as full citizens in the law. Personality: The Shaper is extremely touchy regarding his origins, due to the current prejudices that many have about the humanoids, due to this he often deliberately keeps his own past hidden. The Shaper is a kindly being and sensible to the requests of help of the suffering, and his ultimate aim is promoting the ideals of equality, respect of the diversity in peaceful cohabitation, of charity and peace, and of protecting the weak and the defenceless. From when he rose to Immortality and had found out that Paarkum had also become an Immortal he frequently acts together with him, and can claim among his allies also Alphatia and Koryis. Patron: unknown [presumed: Ixion] Allies: Koryis, Alphatia, Paarkum Enemies: any Entropic Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: quarterstaff (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Wisdom, +2 bonus to persuasion skill (not free) Paladins skills and powers: lay on hands D&D 3E Stats: Domains: Energy, Good, Protection, Persuasion Preferred weapon: quarterstaff Source: IM3

SIMURGH

Patron of the Life Cycle, Patron of Flyers and Travellers, Keeper of the Flow of Time
Level, Alignment, Sphere: 18th (Celestial), NG, Time Symbol: the face of an eagle seen from the side

Portfolio: protection of living species and the flow of time, health, wisdom, flight, travel Worshipped in: Great Waste, Known World (Sind) and in many cultures escaping disasters Appearance: a giant bird with the head of an eagle coloured silver, his beak armed with two rows of teeth, the body and the legs of a lion, two pairs of wings of metallic orange feathers, and the tail of a peacock. History: PROBABLE THEORY: Simurgh is an immortal creature whose origins remain mysterious. His first apparitions in the history of Mystara goes back to the time of the first Beastmen and the carnifex, but no one knows if he was a mortal being before he ascended to become an Immortal. Although he has a proper home plane, he was rarely found in the Multiverse, and even seemed to vanish for entire centuries, only to return to manifest as the prelude to great calamites and catastrophes, with the declared aim of helping mortals and cultures to survive the events. Khoronus is his most loyal supporter, and he affirms that Simurgh is a native being of the temporal plane that gained Immortality in the Sphere of Time in time immemorial, and who normally lives within the flow of time. Some suspect instead that Simurgh is an emissary of the Old Ones, the creatures that live on the other side of the Dimensional Barrier, and that he emeges from the Vortex as he should whenever somethings wrong in the Multiverse, acting thus to repair the errors of mortals and Immortals. What is certain is that from when he first appeared, in the prehistory of Mystara, his level of power has never changed despite his efforts to protect different species and cultures, and this (together with his long absence) has induced the Immortals to believe that he is totally disinterested by the Immortals hierarchy of power, or that he has not even influenced by them (although continues to operate in accord with the hierarch of Time). Personality: Simurgh is a affable being that fundamentally tries to act to preserve the life cycle and the existing cultures in the Multiverse, having already seen over time the loss of worlds and entire continents. For this he incites his followers with visions, dreams and apparitions, helping the most worthy with gifts (among which the fabulous Claw) and miraculous generosity, but carefully avoiding to intervene in more direct ways on the affairs of the mortals. He didnt approve the creation of the Hollow World partly by Ka: for him every race has the right of selecting its own destiny and for the belief of his sphere preserving a culture forever in the same static and stratified form represents an aberration. In this way of seeing things he has always found faithful allies both in Khoronus and in Fugit. Simurgh is worshipped as protector of life and bearer of health, patron of travellers and flight in different parts of the Multiverse, while the intelligent flying species like rocs and giant eagles consider him their own ancestor. Patron: unknown (probably none) Allies: Khoronus, Fugit Enemies: none (antipathy on the part of Ka) Classic D&D Stats: Alignment of followers: any; clerics must be Neutral Favoured weapon: dagger (allowed mace and thrown weapons) Clerics skills and powers: power of transforming into a giant eagle once per day (gains the physical characteristics of the eagle, keeps his own mental characteristics, THAC0 and

ST, cannot use any of his special powers), free train animals (flying) skill D&D 3E Stats: Domains: Time, Good, Protection, Healing, Travel Preferred weapon: dagger Source: Master and Immortal set

SINBAD
Level, Alignment, Sphere: 15th (Celestial), NG, Thought Symbol: A white sail blown by the wind Portfolio: Travel, exploration, adventure, boldness, to overcome any barrier or border Worshipped in: Bellissaria, Davania (Ice Peaks), Hollow World (Merry Pirate Seas), Known World (Ierendi, Minrothad, Thyatis, Ylaruam), Pearl Islands, Skothar (Tangor) Appearance: A male being at the apex of his strengths and maturity clad like a sailor or an explorer, whose true form is unknown (he always looks like a member of the ethnic group of the people watching him) History: Sinbad comes from a remote place of the Multiverse and no Immortal ever succeeded to unveil his true history or origin. He tells he was a sailor in his mortal life, and he discovered the path of the Epic Hero as a result of his travels and quests all around the Multiverse, which made him wiser and more powerful. He does not remember who his patron was, but it is certain he appeared on Mystara before the Blackmoor civilization's rise to power. For this reason he encourages mortals to abandon the safety of their home to follow their own dreams of fame and glory. For Sinbad travel and adventure are the way that leads to wisdom, enlightenment and perfection. Some immortals say that all those who listen to Sinbad's tale of his epic quests are inevitably pushed to leave for a daring trek towards the unknown. In fact it is just what his clerics do and preach, since they have taken the vow of Eternal Wandering. There are indeed no sedentary clerics of Sinbad, and all the temples dedicated to this immortal are small structures maintained by a bunch of worshippers, not by resident clerics (priests can stay no more than one month in a single place before moving). Persistent rumours among the celestial spheres whisper that daring Sinbad is in fact an Old One or one of their agents, while others think he may be one of the early immortals who got lost while exploring the Vortex and later managed to come back with a false identity. Whatever the truth is, it has yet to be revealed. Personality: Sinbad is a charismatic, unforeseeable and daring immortal, who is constantly on the move looking for new barriers to break, new risks to take and new adventures to experience. Because of his picaresque personality he has a faithful ally in young Turmis, who shares his love for adventures and risks. Patron: Unknown (probably nobody) Allies: Turmis Enemies: None Classic D&D Stats: Followers Alignment: Any Favoured weapon: Sabre (allowed all one-handed weapons)

(The Celestial Traveller) Patron of Travellers and Explorers, Patron of Boldness and Discovery

Clerics skills and powers: +2 bonus to ST vs. Fear, free general skills Direction Sense and Navigation, +2 bonus to Survival general skill (not free) D&D 3E Stats: Domains: Thought, Good, Travel, Courage Preferred weapon: Scimitar Source: WotI, Master and Immortal set

SKULD
Patroness of Fate, Keeper of the Future
Level, Alignment, Sphere: 17th (Celestial), N, Entropy Symbol: a head of a woman with a black veil that hides the face Portfolio: future, fate, death, divination, visions Worshipped in: Hollow World (Antalians), Known World (Northern Reaches, Heldannic Territories), Norwold Appearance: a woman of a tiny build and an emaciated physique, whose face is perennially covered by a black veil and by a large hood that hides her features, dressed in a black tunic that completely envelops her, leaving exposed only her hands with long tapered fingers that end with nails pointed like blades. History: PROBABLE THEORY: no one is exactly sure about the past of Skuld, an extremely cold and detached entity, even if one thing is certain: despite her low profile in the entropic hierarchy, she is one of the most ancient Immortals. There are many stories circulating about her origins, on her true interests in the Multiverse, and especially on her link with two other Immortals of different Spheres, Urd (ancient Lawful hierarch of Matter who vanished during the Great Rain of Fire) and Verthandi (Neutral hierarch of Time who is no longer present in the Multiverse by the end of the Fury of the Immortals), but no one has ever been able to discover exactly what is the nature of this Immortal. The most credited hypothesis among the Celestial Spheres is all based on the fact that Urd, Verthandi and Skuld were a group of closely linked Immortals known by various names by the mortals (the Norne according to the Northmen), marking the dominions of fate and of destiny of mortals and Immortals. Urd always represents the past and birth, Verthandi the present, the unending flow of time, and life, while Skuld embodies the future and the final death. According to a theory, maybe Verthandi existed before as Urd (the unchangeable past), and is now Skuld (the chaotic future), and like a wheel that turns, when she becomes a Hierarch she will probably vanish to return as Urd, or (as is presumed the most) following the conclusion of this cycle of the universe and the rise of Entropy as new cosmic order. Others instead prefer to believe that the three Immortals are simply three aspects of just one Immortal called Holle, who often appears in the mortal myths (a female Immortal represented with three faces: the Maiden, the Mother and the Hag). The vital essence of Holle had been split in the past by a mysterious cause, becoming three different Immortals in three different Spheres, probably for maintaining the balance in the Multiverse. There are some willing even to believe that this Immortal was an Old One, who sacrificed himself to seal the Multiverse after the completion of the Dimensional Vortex and balanced it, always reminding the mortals and Immortals that all must submit to their Fate. It maybe that his aspects of Urd and Verthandi have disappeared however, remaining ominously inexplicable, as a omen of the imminent end of the established balance. One thing that is certain is that, even if

Urd and Verthandi have vanished, their priests continued to receive spells (the most famous on Mystara are the three Crones of Crystykk in Norwold), probably from Skuld. Personality: Skuld is a shy and solitary creature, who never leaves his outer plane and always seems withhold information and precious knowledge. Each of her interventions have always a precise purpose in the order of things, and when she expresses herself it is always in a cryptic manner, both with his own followers and with the other Immortals. Patron: unknown (probably none) Allies: none Enemies: none Classic D&D Stats: Alignment of followers: any; clerics must be Neutral Favoured weapon: short spear (allowed all bludgeoning weapons) Clerics skills and powers: anyone killed by a cleric of Skuld must make a ST vs. Spells, and if they fail, they cannot be resurrected with anything but a wish or a raise dead fully cast by a priest of equal or higher level; free predict the future general skill but based on Wisdom, and with a probability of really knowing the future of the person if the result rolled is at least 4 points higher than the value of the ability D&D 3E Stats: Domains: Entropy, Luck, Death, Oracle Preferred weapon: half spear Source: Master and Immortal set

SLIZZARK THE LURKER

Patroness of the Kopru, The One Who Waits In Ambush

Level, Alignment, Sphere: 15th (Celestial), NE, Energy Symbol: an eye with a hypnotic spiral at the centre Portfolio: kopru, domination of the weak, power, corruption Worshipped in: Undersea, Thanegioth, cold seas Appearance: a kopru (a being with a head similar to that of an octopus, with tentacles extend from the mouth, a muscular and squat body equipped with two arms and that terminates with three hooked tentacles in place of legs) with greasy black skin about 3m long, with yellowish claws, protruding eyes with a bluish glare within which are oddly hypnotic flashes, with a gold tiara on her head and a coral sceptre in her hand. History: Slizzark was the first kopru to develop the capacity of magic resistance, thus ensuring to his descendents the superiority over other races. PROBABLE THEORY: In effect she was one of the first examples of kopru that earned her freedom and carving out her own dominion following the disappearance of the Serpentine Empire, that comprised the continent of Davania and the Thanegioth Archipelago. Slizzark, unlike the other kopru, developed independently an amazing ability of resistance to magic and a strong ability of mental domination, a power which helped her to surround herself with faithful slaves (both kopru and humanoids like troglodytes and other lizardkin) and build a kingdom based on the adoration of her person. For increasing the number of her subjects and resist the pressure of the nearby enemies, are mated with numerous other kopru, creating an offspring that exhibited all her qualities and who were her subjects from the start, using them to extend her network of power. It was with

them that she began the expansion of what would later become the great empire of the kopru (that comprises both the seas and the mainland), and it was thanks to her ability and willpower that Slizzark succeeded to complete the path of the Paragon in the distant 2740 BC (even if she has never wanted to reveal the name of her patron). A few decades after however, came to lack the heart and the brain that has created the pyramid of power of the kopru, the empire well apart following internal rivalry and the golden age of the kopru ended for ever. Personality: Slizzark is unfaithful and egotistic, but also profoundly indolent, and from when she achieved Immortality was only interested in power and receiving the adoration of her followers. She demands frequent absurd sacrifices to the clergy that worship her with the only aim of exerting power on them: her followers on the one hand are slaves and on the other seek to put into effect the same despotic demands on all those that end up in range of them. For this Slizzark is the enemy of Calitha, who wants to protect the creatures of the sea, and of Sharpcrest, whose kna are targets of the kopru. Patron: unknown [presumed: Zugzul] Allies: none Enemies: Calitha, Sharpcrest Classic D&D Stats: Alignment of followers: Neutral or Chaotic Favoured weapon: natural weapons (allowed spears and daggers) Clerics skills and powers: +3 bonus to ST vs. spells D&D 3E Stats: Domains: Energy, Evil, Corruption, Slavery Preferred weapon: half spear Source: PC3, WotI

SOUBRETTE

Patroness of Arts and Talent

Level, Alignment, Sphere: 11th (Temporal), NG, Thought Symbol: an open red fan Portfolio: arts, talent, persuasion, illusion Worshipped in: Savage Coast (Renardy) Appearance: a bouchon lupin with glossy and well groomed black fur, her tail bushy and fluffy, a penetrating and magnetic look, wearing a silver tiara on her forehead and a red gown finished with lace and net, and a fan in hand that acts to hide her face in a coquettish manner or for emphasising her theatrical movement. History: PROBABLE THEORY: Soubrette lived in the Renardois region in the IV century AC, when the forebears of the modern lupins lived still following the ancient tribal customs and the monarchy had only been established for a few generations. Soubrette however was a extremely astute, witty and very curious lupin, and her stubborn and proud character who often suffered the troubles of the young. She thus decided that she no longer wanting to live like a servant destined only to obey her parents and to serve just for being born female, and so she implemented an extremely ingenious stratagem for escaping to her situation. She pretended to have a love letter from a lupin noble coming from the other end of the country, and when the moment arrived to meet her promised spouse, it was herself who assumed the identity. With an excuse she retired to a nearby monastery in order to have no temptations, and while pretending to remain in her cell to pray, in realty each day snuck outside, and disguised

herself in the house of her parents (the first winegrowers of the region) impersonating her promised spouse. At the end, she insisted at this point with her family who, persuaded of the goodness of the young and promising lupin, they left to start towards her future home with a substantial dowry, for marrying in the city of the husband. Therefore after moving house, Soubrette also continued her farce in the new residence, and took to pleasure with the arts for passing the time. Very quickly the news spread of the artistic talent of the wife of the noble Nyapas (no one in ancient Renardois), and she became an established presence in the houses of the bourgeois and of the more fashionable nobles. Great were the works that she executed, so much that her fame became national, and the King wanted to know both her and her husband. When she knew that her deceit had been unmasked, Soubrette organised her greatest prank. She in fact trained her most loved pupil and friend to impersonate her, Soubrette then used her magic fan (a unique item made by her for creating and improving illusions) to pretend to be her own husband, and persuaded the girl that this was simply a ruse thought up by her (nonexistent) spouse in order to protect her from a conspiracy, the improbable couple departed in the direction of the royal court. Here the two acted in perfect harmony, and the ruler with the more illustrious nobles convened from all Renardy remained pleasantly surprised by the talent of the couple, who staged the most beautiful operas and recited the most epic poems composed in their honour. It was just before she left, when the king spoke to Soubrette stating in front of everybody that the merit of the wifes should be attributed to the influence of a wonderful husband, that the lupin, with wounded pride, made public her previous deceit to all the court. Surprised and fooled, the infuriated king demanded an explanation that would avoid putting the two in prison for life, and also this time Soubrette surpassed herself. She explained that her phantom spouse was none other than Saimpt Renard, who through her fiction had naturally intended to prove to all and sundry, in order to make the lupins reflect on her sense of identity and her female nature. Since it was true that Soubrette had created better things disguised a male, therefore tapping into the creativity and male talent, but she always remained a woman, and this meant that genius and untruth were the most powerful arts which had been given to women, which not even Saimpt Renard can resist. The nobles and the king remained to such an extent astonished by the truth of her word, that the entire event ended by amusing them, as it was part of the umpteenth spectacle organised by Soubrette. It was after this task that Korotiku, amused to tears of laughter, conceded Immortality to Soubrette at the end of the IV century AC, who was later remembered by the future generations as the founder of the modern theatre and the greatest artist of Renardois history. Afterwards, her name remained as a term of paragon also in the modern Renardois language, where with the term soubrette shows a woman that has held the stage and an exceptional actress. Personality: Soubrette had a rebellious character and exceptionally good-humoured, and her love for defiance and irony hasnt diminished since she became Immortal. She adores assuming different forms in order to interact with mortals and Immortals, and use her illusions and her ability for playing practical jokes or for spying on the movements of her rivals, even if she doesnt have any real enemies. Given her character, she found in Korotiku an admirer and a

precious ally, while she is often found in discussion with Guidarezzo because of the too ordered and serious visions that these have of the art. In realty both she wants to push the faithful and the spectators of their plays to inner and profound reflection, but while Guidarezzo prefers to make use of a serious and dramatic registry, Soubrette prefers the comedy and the way of irony and pantomime. Patron: unknown [presumed: Korotiku] Allies: Korotiku Enemies: none, rivalry with Guidarezzo Classic D&D Stats: Alignment of followers: any Favoured weapon: stiletto (allowed all small one-handed weapons) Clerics skills and powers: +1 bonus to Charisma, one free artistic skill (for example singing, play instrument, dance, perform, artistic ability, etc.). D&D 3E Stats: Domains: Thought, Good, Arts, Illusion Preferred weapon: stiletto Source: IM3

SSUMA

Level, Alignment, Sphere: 23rd (Empyreal), LN, Thought Symbol: an open book Portfolio: memory, history, books, wisdom, education, order, sages, scribes Worshipped in: Alphatia, Bellissaria, Hollow World (Shahjapur), Known World (Sind), Patera Appearance: SsuMa has two manifestation forms, a human and a pachydermion. Human (SsuMa, Pangloss): a venerable, bald and barefoot oriental sage, with a short white chin beard, wearing a simple linen tunic, a parchment at his waist and often under his arm a well thumbed tome. Pachydermion (Ganetra): an enormous humanoid with the head and feet of an elephant full of wrinkles of venerable age, with a profound and wise look, a red dot marked in the centre of the forehead, a white tunic fastened at the shoulder and a book always underarm. History: PROBABLE THEORY: the origins of SsuMa are uncertain and even the Immortal hasnt so far been able to dispel all the doubts on his past. SsuMa believes that this fact, and his obsession for history and memory, are derived from a manipulation that his patron (from which SsuMa has also lost all memory) must have made to his Immortal mind, removing all the memories. For this now SsuMa desperately tries to archive every single piece of information that he encounters, with the hope of also successfully finding the roots of his own origins. SsuMa is considered of having probably been the first creature of the Multiverse who was able to codify his thoughts in words and his words in writing, and that for this achieved Immortality. Given that the cult of SsuMa is linked in first place to the Ochaleans and to the Alphatians, he assumed that maybe during his mortal life he belonged to one of these peoples, even if he hasnt established which. That which is sure is that in the first centuries after the arrival of the Alphatians on Mystara, his cult appeared both in Alphatia (where he was however called Pangloss) and in

(Ganetra, Pangloss) Patron of Memory, Father of Written Knowledge, Keeper of History and Order

Ochalea, and possessing many similar characteristics. Shortly after, SsuMa was of interest of the pachydermion culture of Patera (the invisible moon), and here was worshipped as patron of memory, history, wisdom and writing, gave to the pachydermions a new system of codification of the language and a series of sacred books (the Rig Veda) that have heavily influenced their spiritual and social growth. For this, with the pachydermions, the Alphatians and the Ochaleans he is considered the creator of the codified system of ideograms that has allowed the gathering and cataloguing the acquired knowledge. Among the most ancient texts and works considered sacred of his hands are numbered the legendary Rig Veda (transcription of the philosophical teachings of a pachydermion cleric of Ganetra with the court of the Sindhi Great Moghul during the VI century AC), the Tablet of Celestial Balance (also known as the Tome of SsuMa, that with the Ochaleans constitutes the basis on which stands the philosophy of the Celestial Court and the art of good writing), and the Tome of Gambia (that according to the Alphatian legends was written by the First Mage, who discovered the arcane arts, and in which all the knowledge of the world can be found). Personality: SsuMa is an extremely calm and compassionate individual, faithful to the precision and order almost ending in an obsession. He doesnt support chaos or disjointed thinking and for this is often in conflict with Korotiku, who loves to provoke him with disjointed and paradoxical arguments and to drag in his incapacity to remember his own past for making him more humble. He is often so absorbed in his own thoughts that it results in him being distracted, but when speaking he is always aware of the cause. For this many young Immortals turn to him for advice, as the mortals consult his followers, who are shining lights among the sages and learned of all the world. SsuMa is the patron of meaningful knowledge like memory, history and education, and has taken particularly to heart the transmission of knowledge through writing, the only defence that he can interpose between the knowledge and the forgetfulness brought by time. SsuMa has little predisposition to adventure and prefers avoiding the fight for power. For this despite his long time in the Immortal ranks, having never reached the apex of his Sphere. He doesnt have any allies or enemies because of his detached character, but nurtured esteem for Noumena, who he considers an important interlocutor and a stimulating rival in games of logic and wit. Patron: unknown [presumed: Korotiku] Allies: none (respect for Noumena) Enemies: none (antipathy for Korotiku) Classic D&D Stats: Alignment of followers: Lawful Favoured weapon: mace (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Intelligence, permanent power of read languages, +2 bonus to librarianship and concentration (not free) D&D 3E Stats: Domains: Thought, Law, Knowledge Preferred weapon: light mace Source: Master and Immortal set, WotI, HWA3, IM3

STODOS
(Cryonax)

Level, Alignment, Sphere: 3rd (Temporal - Croaking Demon), NE, Entropy [Stasis] Symbol: Crystalline toad (ideally carved from magical unmelting ice) Portfolio: Ice, cold, arctic wastes, multiversal heat death Worshipped in: High in the Cruth Mountains, other cold frostfell regions Appearance: Enormous, demonic toad-like biped History LIKELY THEORY: Stodos was a descendent of those frogfolk created by Saint Stephen in the early Blackmoor era. He was an accomplished technomage, but extremely introverted, even antisocial. Feeling out of place in the human-dominated academic world, he eagerly joined one of Blackmoor's moon missions in 3205 BC. Stodos grew to love the pristine chill of the moon and hate the Blackmoorian bureaucrats who attempted to bring him back once his shift was through. Working in secret, he created a bacterium that would kill humans but leave frogfolk unharmed, thus causing the failure of Blackmoor's first colonization attempt. The other frogman in the crew he killed more crudely with a large, club-like wrench. As far as the mission commanders at home knew, the deaths were completely unexplained, and they assumed no one survived. Unbeknownst to Stodos, this fulfilled the create a unique magic item requirement of the Path of the Paragon. Stodos cannibalized as much of the technology in the moonbase as he felt he needed and constructed a secret base some distance away, using mechs to help him transport the materials. Then he destroyed the remains of the base utterly enough to cover his tracks, thereby fulfilling the Sphere of Entropy's requirement that its questors destroy a lesser artifact of the Sphere of Energy - the base and its power, which he and other Blackmoor technomages had laboured on for decades. While he created heat and atmosphere in his new base for a time, he worked primarily on altering himself so that he could survive on the barren surface of the Moon without any artificial aid. Over the next few years, Stodos destroyed several more colonization attempts, working in secret to sabotage key components or creating new tailored bacteria that the colonists would not detect in time. Thus it was that he easily proved himself the greatest techno-wizard in far more than a thousand miles. He also expanded his base, creating a labyrinth of tunnels and experimental laboratories beneath each subsequent lunar base, transforming the terrain beneath the lunar surface to a surprising extent. In the planes of Entropy, Hel noticed Stodos' feats and saw in him a kindred spirit who had nearly completed the requirements for Immortality entirely on his own. She granted him a vision of her home plane, Niflheim, and hinted at the power buried there. That was all that Stodos needed he used his expanded labs to research the means to create an interplanar gate, and used it to visit Niflheim under his own power. Stepping into the freezing fog and snow of Niflheim, he came face to face with Hel herself. She explained to him about Immortality and his real chances of achieving it he needed only to train a group of apprentices, which he was welcome to do in her service rather than bothering himself with the wretched inferiors of his own world. Impressed with this offer, Stodos accepted.

Master of the Icy Wastes

As a mark of his new status, Hel transformed Stodos into a hezrou, a croaking, demonic creature of great power. In this new form Stodos taught magic and technology to six of Hel's fiendish servants, teaching them many of his secrets - though not all of them. When Hel deemed the last apprentice sufficiently accomplished, she rewarded with their teacher with true Immortality. In the millennia since, Stodos has been up and down the immortal hierarchy. His greatest success was helping to destroy Blackmoor civilization and its interplanetary colonies once and for all; after this was complete he became lost for a time, unsure what his next goal should be, and he was defeated a number of times in the immortal Olympic games. Ultimately, Stodos decided that only when all the worlds were rendered as barren as Niflheim or the Moon would he be content. In this he was opposed most strongly by the immortals of the Sphere of Energy, and due to the efforts of Rathanos, Ixion, and others he hasn't yet made much headway since the last Ice Age. Still he builds his mortal following in the coldest places of the world, he recruits armies of icy beings on the elemental planes, and he creates endless new varieties of icy monsters in his home plane, called the Chiselled Estate. He is patient and knows one day victory will be his. Stodos allies himself with the gods of Ragnarok Hel, Orcus, Demogorgon, Loki, Alphaks, and Thanatos. However, he has his own agenda and works to ensure that the worlds end not with fire, but with ice. For this reason, Zugzul has taken violent exception to his means (if not his end), and has become one of his greatest foes. ALTERNATE THEORY: Stodos is a far more ancient deity, a being of cold and chill during the Age of Serpents who brought many troglodytes and lizardfolk to serve it in the arctic wastes later known as Nithia. Its people unsuccessful in the cold even when Stodos' magical aid, it had long dwindled and eventually sunk, with its mortal followers, into a sleep of many centuries. It awoke, finally, to the sound of strange engines. Seeing potential, it persuaded a scientist of Blackmoor to create for it a race of froglike servitors. When this race was largely wiped out by followers of the demon-god Zugzul, Stodos began concentrating all of its efforts into destroying Zugzul and all it stood for along with all fire, heat, and energy. Personality: Cunning, creative, patient, hateful, sociopathic. Patron: Hel Allies: Orcus, Demogorgon, Loki, Alphaks, Thanatos Enemies: Rathanos, Ixion, Zugzul, Odin, Frey, Freya, Djaea, Ka the Preserver Classic D&D Stats Followers' Alignment: Chaotic Favoured weapon: Club (allowed club, dagger, natural weapons) Clerics' spells & powers: Permanent Resist Cold Avengers' skills & powers: Permanent Resist Cold D&D 3E Stats: Domains: Air, Cold, Evil, Storm, Winter, Water Preferred weapon: Club Source: M1

TAHKATI STORMTAMER
Patron of the Clan of the Horse

Level, Alignment, Sphere: 16th (Celestial), CN, Energy Symbol: a knife of buffalo bone Portfolio: clan of the horse, horses and cavalry, protect the children of Atruaghin, fighting, revenge, fierceness Worshipped in: Known World (Atruaghin Clans) Appearance: a copper-skinned human much smaller than normal (around 1.60m), but with shoulders so wide and muscular the result thus is a imposing an threatening build. The sides of the head are always shaved and carries the remaining hair gathered in a black mane similar to those of a horse, while the rest of the body is nude, with the exception of a loincloth of linen tied to a belt with the scalps of his enemies, to which is also attached a dagger carved from the humerus of a buffalo. History: Tahkati lived among the Oltecs who later became the Children of Atruaghin long before the arrival of the latter, and was the first to unify the tribes by force of arms in 1675 BC. The secret of the military strength of Tahkati derives from his greatest deed: the domestication of the horses. Successfully having mounts, he guided his tribe (renamed the Clan of the Horse) against the other clans and reduced the tribes to obedience and unity under his banner. Tahkati became the greatest warrior of the prairies, and following his vocation to the military arts managed to achieve Immortality in the Sphere of Energy in 1620 BC. When he knew of the arrival of a new leader that had reunified the people of the prairies, he was interested in this thing, but very soon began to despise Atruaghin when he saw that the unification happened through diplomacy and words and not by virtue of the rule of the strongest. If it had not been for the intervention of Ka and Ixion, once worshipped by him and still revered, he would have safely attempted to destroy Atruaghin. He decided instead to leave him, and at once he departed to ally himself with Atzanteotl listening to his advice. He therefore left to unleash the humanoid tribes against the Children of Atruaghin and the enslaved, after having received the promise that the Clan of the Horse would be saved. When he was insulted by the lies of Atzanteotl he rushed to him in order to destroy him, but was defeated and almost killed by the great power of the Entropic. It was thus that when Atruaghin returned among the clans to free them, Tahkati for his part aligned himself and together with Ka and Ixion he granted the means for dislodging the humanoids and lift the great plateau. Personality: From when Atruaghin became Immortal the two have frequently collaborated, and even if they are not proper friends, the two respect each other and Tahkati is faithful to Atruaghin. Because of his fierce, haughty and determined character (that often brought him to respond to each provocation, placing him in difficult situations) he doesnt approve of the calmness and temperance of Atruaghin, and wishes that the other would be more prompt and decisive in promoting the crusade against the Entropics and the enemies of the clan. Patron: unknown [presumed: Ixion] Allies: Atruaghin, Hattani Enemies: Atzanteotl Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: bone dagger (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Strength, free resistance skill

D&D 3E Stats: Domains: Energy, Law, War, Strength, Animal Preferred weapon: bone dagger Source: GAZ14, WotI

TALITHA
(Ait-tha, Ta Liu Ai-Tan) Patroness of Egotism, Queen of Treachery and Vice, Protector of Murderers
Level, Alignment, Sphere: 25th (Eternal), NE, Entropy Symbol: A crying child Portfolio: Self-gratification (at the expense of others), egotism, envy, avidity, strife, immorality, treachery, theft and murder Worshipped in: Alphatia, Norwold, Isle of Dawn, Ochalea, Bellissaria, Esterhold, Savage Coast (Dark Jungle) Appearance: A beautiful brunette with Alphatian traits, with a curvaceous body and coppery skin often exposed under very skimpy clothes, which enhances her charm and sensuality despite the fearsome battle axe she carries hidden on her back. History: In her mortal life, Talitha was a famous Alphatian thief before the migration to Mystara. Even though a second class citizen (not possessing any magical ability), she managed to always lead a wealthy and opulent life thanks to the proceeds of her illicit activities. In particular her delight was to spy on Alphatian wizards in their matters, and then to steal those objects that would turn out to be vital for their plots at the least opportune moment, causing these mages' ruin or death. Thanatos recognized her potential, and slowly guided her on the path of Entropy. Talitha became immortal around XV century BC, after having traced other candidates for immortality in the other spheres, and ruined their efforts by stealing the artefacts that they had obtained. Later on, she helped to trigger the diatribe that resulted in the madness of Alphas and the destruction of her world, but her cult survived among the exiled Alphatians and she ended with being involved in Mystara's history after the arrival of the surviving Alphatians. From the date of the Alphatian landfall, the cult of Talitha extended in all the lands of the Empire and beyond, becoming the patroness of greed, malice, treachery, and theft. Personality: Talitha lives only for herself, and enjoys humiliating others and in causing distress and pain. For her it is not important to simply steal something from others, but the theft must always cause the ruin or the suffering of the victim to be meaningful. Talitha is a hedonist without hope, she loves to be worshipped for her enterprises and is extremely vindictive. In the course of the centuries she has woven intrigues and conspiracies against both immortals and mortals, and even now she is one of the most active Entropics in the Multiverse, a fact testified also by her fast rise in her sphere's hierarchies. She loves to play the ally of some Entropic only to turn the tables against him at the end, benefiting from his rival's fall. She is currently doing it with the boisterous Alphaks, hoping to steal away all his worshippers in the Alphatian Empire, whose patron deities she hates with passion. Patron: Thanatos Allies: Cooperates with Masauwu and Orcus Enemies: Alphatia, Razud, Koryis Classic D&D Stats:

Followers Alignment: Any non Lawful; clerics must be Chaotic Favoured weapon: Dagger (allowed all bludgeoning weapons) Clerics skills and powers: Either pickpockets or pick locks (like thief of equal level), free general skills Persuasion, Seduce and Lie. Avengers skills and powers: Immunity to spells like quest and geas, +1 bonus to Saves against all Mind affecting Spells. D&D 3E Stats: Domains: Entropy, Evil, Deceit, Stealth Preferred weapon: Battleaxe Source: DotE, WotI, OHP

TARASTIA
(Pax Bellanica, The Judge, Var, Ta Lai Si-Fa) Patroness of Justice and Revenge, Mistress of Truth and Order
Level, Alignment, Sphere: 30th (Eternal), LN, Energy Symbol: Black executioners axe Portfolio: Law, Order, Truth, Justice, Just Vengeance Worshipped in: Known World (Thyatis, Karameikos, Darokin), Norwold, Savage Coast (Bellayne, Torren, Gargona, Narvaez, Almarrn, Saragn, Guadalante, Cimmaron), Davania, Hollow World (Jennites, Milenia) History: Tarastia was the priestess of a tribe of jennites that it lived in Skothar around 2500 BC. After having been humiliated and abused by her clan's leader, she took her deserved revenge by killing him, and therefore left her clan choosing banishment, in accordance to the jennite laws. Tarastia wandered the Jennite steppes for a long time and gathered around her various disciples, especially women warriors, the Amazons, whom she taught to live according to honourable and just rules, carrying her word of justice in various other regions. After creating her own horde of followers who recognized her superiority, she vanquished crazy wizards and drove away dangerous predators from her territory. Afterwards she built various sites she used as safe refuges and holy meeting places for her people, and asked Ixion's help to guide her steps towards immortality. Ixion listened her devout follower and showed her the path of the Paragon, which she completed successfully in 2300 BC. From that moment, also by virtue of the deeds completed while still alive, her name became legend and whole tribes started worshipping her and following her teachings. Unfortunately in the following centuries Rathanos grew interested in the Jennites (the descendants of the Oltecs) and tried to reform the Jennites according to his wishes, urging his followers to change the laws of Tarastia and to promote male supremacy and sacrifice rituals based on the divinisation of fire. The war that occurred in XVII century BC between the two factions was devastating for the Jennites, who died in the thousands and whose culture reverted to barbarism and stone age. Luckily, Tarastia spirited away some of her most loyal tribes before they were exterminated and placed them in the Hollow World, saving the Jennite culture before it became corrupted by Rathanos's machinations. From that fateful moment she has always opposed Rathanos, and she has spread her teachings of Justice and Order to the four corners of the world. She also took the mortal identity of Valentia the Justicar, first Empress of Thyatis (widow of Tatriokanitas), and she devised the Codex Iustitiae, a system of laws and rules which formed the basis of the

modern Thyatian bureaucratic and juridical corpus. With this act she intended to shape Thyatis following the way of Order and Law, in opposition to the Chaotic ways of Alphatia, and in this way she took a place of great importance in the future Thyatian pantheon. Personality: Tarastia is obsessed by the idea of Justice. She helps those who pursue a just vendetta, but only when it refers to important and serious deeds. She does not pushes her faithful to give away punishments which are more severe than the guilt, but she shows no mercy when dealing with people who have deliberately ignored the laws, which are the only pillars that keep any society from falling into anarchy. Tarastia does not approve of the methods of Koryis and Alphatia, too peaceful and permissive in her view, even if she does not consider them enemies. Her real nemesis are the chauvinist Rathanos and the brute Jammudaru. Her only ally is Diulanna, who possesses Tarastia's same determination and appetite for justice. Patron: Ixion Allies: Diulanna Enemies: Rathanos, Jammudaru Classic D&D Stats: Followers Alignment: Any; Clerics must be Lawful Favoured weapon: Battleaxe (allowed all bludgeoning weapons and axes) Clerics skills and powers: Bonus detect lie general skill, +2 bonus to knowledge of codes and laws general skill, the clerics can cast freely know alignment once per day Paladins skills and powers: They can know the alignment of a creature within 10 feet simply concentrating for one round (works as the power to detect evil), +2 bonus to Knowledge of codes and laws general skill D&D 3E Stats: Domains: Energy, Law, Strength, Justice, Vengeance Preferred weapon: Battleaxe Source: DotE, HW, WotI, SCS, HWR3, DDA2

TAROYAS

(Zeus) Patron of Milenia, Protector of Governors

Level, Alignment, Sphere: 6th (Initiate), LN, Time Symbol: a crown and a sceptre Portfolio: Milenia, nobility, authority, power, order, good government Worshipped in: Hollow World (Milenians) Appearance: a middle-aged human of olive complexion and a robust physique, with marked features, a typically Milenian nose and a short curly white beard, his look dignified and arrogant, dressed only in a short white toga fastened at the right shoulder and decorated with geometric symbols along the border, a golden tiara on his head and a sceptre in his right hand (symbols of royal power). History: PROBABLE THEORY: when Milen gathered his subjects and decided to flee to the south via the sea for avoiding the destructive gnolls, following the visions of the prophet Tiresias, the general Androsar, his right arm, was occupied organising the expedition. After having crossed the Sea of Dread losing a third of the fleet (and King Milen among these) due to the adverse climatic conditions and marine monsters, Androsar guided the survivors upstream of a river in the Davanian north-western coast, for avoiding the enormous creatures of the abyss that had harassed them in

the final months, and founded the city of Milenia on the lower side of this river. Androsar was found then to have organised the defence of the small community, and very soon assumed on himself the ancient powers of King Milen, becoming the figurehead for all. With the passing of time the ambitions of Androsar increased, until during an expedition in the southern mountains he encountered a seer, who revealed the path for Immortality. After having sought and gained the support of Khoronus, Androsar left the place to his own son and successively travelled into the future appearing with another identities, the last of these was that of Taroyas, the one who reformed the kingdom turning it into an empire and granted to the senate the existing powers. Androsar thus succeeded to become Immortal in the Sphere of Time in the VII century BC with the name of Taroyas. Personality: Taroyas is worshipped in Milenia as patron of the nobility, good government and order, and has a large following among those that held the dominant positions. He is an extremely noble and authoritarian individual, and defend with his sword the values of order and tradition. Presently he is the companion of Patura and besides his mentor Khoronus is also an ally of Palson and Tiresias (his mortal life contemporaries). Patron: Khoronus Allies: Khoronus, Patura (his companion), Palson, Tiresias Enemies: none Classic D&D Stats: Alignment of followers: Lawful or Neutral; clerics must be Lawful Favoured weapon: short sword (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Charisma, +2 bonus to one of the following abilities (chosen by the cleric) knowledge of codes and laws, etiquette, command, politics and diplomacy (not free) D&D 3E Stats: Domains: Time, Law, Nobility Preferred weapon: short sword Source: WotI, IM2

TERRA

(Cay, Dun, Frigg, Maderakka, Mother Earth, Magna Mater, Marau-Ixu, Mokosz, Mut, Sumag, Yamag, Yamuga) Patroness of Life and Fertility

Level, Alignment, Sphere: 36th (Hierarch), LG, Matter Symbol: A circle of stones with a plant (often a flower) or a living creature (usually an animal) inside it Portfolio: Creation and protection of all life-forms, balancing the life-death cycle, birth, fertility and prosperity, nature, earth, shepherds and farmers Worshipped in: Known World (Ethengar), Yazak Steppes, Savage Coast (Cay, Jibar), Alphatia, Bellissaria, Davania, Skothar, Hollow World (neathars, Nithians, Jennites), Elemental Plane of Earth and some outer planes Appearance: A human woman clad in simple brown robes with dark skin without any particular somatic traits and a squat shape, showing an expression which is a the same time stern and compassionate. Hair colour varies with the time of the day: rosy red at dawn, brown during first part of the day and afternoon, blond at midday and black from sunset till sunrise.

History: Terra began her existence as an earth elemental and she soon distinguished herself as a powerful defender of her plane from elemental invasions attempted by rival creatures. During her youth she was contacted by an incorporeal voice that led her on the path of enlightenment, unveiling before her eyes the mysteries of the universe. That same voice pushed her along a difficult and dangerous path for the welfare of her kin and her world, and she followed her patrons' orders understanding only at the end that this voice belonged to a mysterious immortal being. However, Terra did not follow the Path of the Polymath as later candidates in the sphere of Matter: it is likely she became immortal way before that same path was established. Whatever the truth, in one of the last adventures she was exposed to a huge amount of magical energy released by the destruction of an evil fire creature, and just when she believed she was about to fade into nothingness she realised she had become an immortal. From that moment she enlarged her knowledge of the Multiverse and she became fascinated by the power of Matter to give birth and protect whole civilizations made of all manner of creatures. Creation of life became her passion and recruiting new candidates for her sphere was her final aim. This way, millennia later, she became the Supreme Hierarch of Matter when Ouranos left her that seat vacant and disappeared. Personality: Terra's main interest lies in creating and protecting new living species, and she tries hard to do this especially in those areas of the universe where Matter dominates. Terra oversees many aspects regarding the life cycle of a planet or a civilization and she's worshipped in the whole Multiverse as Patroness of Life, Birth and Fertility. Even if she despises the plots and intrigues each immortal spins every day, she would do anything to protect the interests of her own sphere and make her triumph over death and chaos. Terra is extremely stubborn and focused on ancient laws and order. She does not follow new theories, nor does she promote changes from the primeval order of the Multiverse. Order and life must be protected at all costs. Patron: Unknown [likely: Ouranos] Allies: Djaea, Utnapishtim, Diamond, Buglore, Urtson, Ground, Earth Elemaster Enemies: No specific enemy, but opposes all Entropics Classic D&D Stats: Followers' alignment: Lawful or Neutral Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: Terra's clerics can choose 4 druidic spells (one for each spell level from 1st to 4th) and add them to their spell-list. They can also choose one of the following options: +1 bonus to Constitution; bonus spell-like power Speak with Animals always active; from 10th level they can also permanently speak with plants. +2 bonus to ST vs. Poisons and Petrifaction; from 10th level they gain 2 Hit Points per level instead of only 1 as per normal clerics. Paladins' skills & powers: lay on hands, permanent spell-like power to Speak with Animals D&D 3E Stats: Domains: Matter, Law, Good, Earth, Protection, Fertility Preferred weapons: Warhammer Source: GAZ12, WotI, SCS, Immortal set

THANATOS
(Tha-to, Karr, The Grim Reaper, Old Nick, Father of Demons, Darga, The Eternal One) Patron of Death and Destruction
Level, Alignment, Sphere: 35th (Hierarch), CE, Entropy Symbol: A black scythe Portfolio: End of all life forms, death, entropy, destruction, decadence, corruption Worshipped in: Known World (Thyatis, Karameikos, Darokin, Northern Reaches), Hule, Isle of Dawn, Alphatia, Sind, Davania, Hollow World (Nithia, Brute-men) and various outer planes Appearance: A humanoid wrapped in dark stained bandages that hide his features, wearing a wide black robe, with rotten wings on his back and a black rusted scythe tightly hold in his skeletal claws. History: Thanatos is one of the most powerful and ancient immortals in the Multiverse. Just like Odin, Valerias and Ixion, he states he has no memory of his mortal existence (if he ever had one) and doesn't show the slightest interest in his past. During his eternal life, he has continuously sowed the seeds of grief and death in the whole multiverse, using every means at his disposal. Thanatos embodies Death, the essence of the sphere he belongs to. He has been involved in almost all of the major disasters that befell Mystara, notably the creation of the Burrowers (great annelids that possess awesome telepathic powers) to corrupt the people of the Hollow World, the first attempt at destroying Blackmoor (stopped at the very end by Asterius's intervention when he was still a mortal), the internal strife that brought first Taymor and then Nithia to their fall (and total annihilation in the latter case), the hatred philosophy he instilled inside the Hattian people by impersonating their leader (Count Heinrich Oesterhaus) to cause a schism inside Thyatis, and finally the Blood Brothers' plot that threatened to destroy the Hollow World and to kill many immortals (a plot that was foiled and which ultimately caused his demotion from the position of High Hierarch, a seat which now Hel holds). Personality: Thanatos hates every kind of living form and he considers death as the only possible remedy to the pestilence that the living spread in the universe. For this reason he tries to bring death and destruction everywhere: this way Chaos will rule and death will be the perfect state of the universe. He uses every possible way to attain his goals (both raw force and complex schemes), and this makes him the most active Entropic in the universe. It doesn't matter what's the importance of his goal (whether it affects an individual or a whole country): Thanatos always puts all his efforts in succeeding with merciless devotion, savouring all of the single moments of grief he causes to the living up to the grand finale. He often loves to kill mortals and assume their identities to deceive his enemies and personally push his plans further, but most of the time he has to rely on the thousands of worshippers he has in the Multiverse to spin his web of wickedness. Thanatos has no stable allies, but he does not hesitate to use other immortals as pawns or conscious (albeit temporary) allies in his plots, and none of the immortals he patronized could ever dare to refuse his requests. Thanatos has always survived thanks to his incredible cunning and merciless soul,

and just because he knows he can go on eternally, he is not hurried when he plans something. Patron: Unknown (likely nobody) Allies: None stable Enemies: All living beings and many immortals to boot Classic D&D stats: Followers' Alignment: Chaotic Favoured weapon: Scythe (allowed only two-handed weapons) Clerics' skills & powers: Death touch once a week (the victim touched must make a ST vs. Death Ray or suffer the consequences based on the priest's level: 1-11: victim faints for 1d6 rounds; 12+ victim dies for heartache); +2 bonus to general skills Funeral Rites, Necromancy and Toxicology; 9th level clerics can freely Animate Dead once a week; once dead, Thanatos's clerics cannot be raised, and if they are at least 6th level they always come back from life 1d20 days after as intelligent corporeal undead with same HD as levels they had in life (unless their corpses have been dismembered, or destroyed, or blessed). Avengers' skills & powers: Immune to energy drain; after death they come back as corporeal undead (see above) to bring more suffering in the world. Thanatos's clerics can only cast the reverse form of all the healing and resurrection spells. D&D 3E stats: Domains: Entropy, Chaos, Evil, Death, Destruction, Corruption Preferred weapon: Scythe Source: HWA1-3, HW, WotI, DotE, X13 (as Darga)

THOR

Level, Alignment, Sphere: 28th (Eternal), NG, Energy Symbol: Warhammer Portfolio: War, battle, honor, bravery, battle rage Worshipped in: Known World (Northern Reaches, Heldann, Thyatis, Darokin), Norwold, Qeodhar, Isle of Dawn, Savage Coast (Vilaverde, Torren, Guadalante, Cimmaron, Narvaez, Saragn, Texeiras, Gargona), Hollow World (Antalia, Neathar lands, Icevale, Merry Pirate Seas) Appearance: A powerfully built Antalian with fiery red hair and beard, wearing a chain mail with a typical Norse horned helm and a huge warhammer at his belt. History: Donar was born among the Antalians who lived in Norwold way long before the Glantrian Cataclysm. He was a brave warrior leading a populous tribe who dwelt in lower Norwold. After spending his whole life following the precepts of Odin and Tyr (Ixion) and putting loyalty to his tribe and deities, honour and bravery above all else, Donar was finally able to step on the path to immortality under Ixion's sponsorship. After defeating numerous giant clans and dozens of evil sorcerers in his region, allowing his people to migrate from Nordurland (lower Norwold) to the regions of Vestland, Ostland and the northern Isle of Dawn. Thor went then to an outer plane and built the mighty fortress known as Bliskirnir in his future home region of Thrudheim (these epic deeds later became the core of his myths). This way he completed his quest and became immortal in 1750 BC. Odin immediately recruited him in the Antalian Pantheon, as one of the 12 Aesirs

(Donar, Donegal, Tuatis, The General, The Thunderer, Dugong) Patron of Warriors, Lord of Battle and Honour

(sons of Odin), and with Ixion's approval he became Odin's right hand. He is worshipped as The General among many people of the Savage Coast and as Dugong by the omm-wa (intelligent aquatic creatures similar to sea-lions). He got nicknamed the Thunderer by the Norse people, because they believe that when thunder's strikes, that's the sound of Thor's hammer Mjollnir crashing on some giant's skull up in Asgard. Personality: Thor is the embodiment of the perfect warrior, and he demands of his followers to stay true to his code of conduct based on honour, courage and respect for traditions. Fearless and ever ready for battle, Thor has an easygoing character most of the time, even if he's prone to fits of rage when he gets offended or teased, something Loki loves to do all the time they meet. Thos considers all Aesirs as his allies except for Loki (who doesn't lose a chance to ridicule or trick him), and he's pretty much in league with Hymir, the only giant immortal he gets along with (thanks to Hymir's ability with liquors and common adventures they had when still mortals). He also considers Bartziluth, Bemarris and Madarua (the only mortals he sponsored to immortality) as his three children (Modi, Magni and Thrud according to Antalian legends), precious allies always ready to obey his commands. He hates Zugzul with fiery passion because he's patron of all those evil giants who've always tormented his people, and he constantly watches Hel's moves because of her league with Loki. He also opposes Kiranjo, who tries to influence the Norse berserker with his cult of Gylgarid and for this reason he beat him soundly in an open immortal contest. Patron: Ixion Allies: Odin, Frey, Freyja, Heimdall, Forsetta, Hymir, Bemarris, Bartziluth, Madarua Enemies: Zugzul, Hel, Loki, Gylgarid Classic D&D Stats: Followers' alignment: Any; clerics must be Lawful or Neutral Favoured weapon: Warhammer Clerics' skills & powers: +1 bonus to Strength, +1 bonus to Hit Points per level up to 9th, bonus general skill Courage. Thor's clerics must respect the Warrior's Code of Honour, which basically says that surrender to the enemy or retreating are vile options, as well as betraying your liege or clan. Paladin's skills & powers: +1 bonus to Strength, +5% bonus to all rolls to increase in weapon's mastery with warhammer. Paladins' code of conduct is even stricter. D&D 3E Stats: Domains: Energy, Good, Strength, War, Courage Preferred weapon: Warhammer Source: GAZ7, HW, WotI, DotE, SCS

TIRESIAS
Level, Alignment, Sphere: 9th (Temporal), N, Thought Symbol: A golden harp Portfolio: Dreams, prophetic revelations, poetry and music, astrology, legends Worshipped in: Known World (Thyatis, Karameikos), Isle of Dawn, Davania, Hollow World (Milenia, Traldar Kingdoms) Appearance: An elderly human clad with a simple linen robe, with a long white venerable beard and white long hair, whose eyes are covered by a strip of grey leather, holding a small

(Dallbard) Patron of Dreams and Visions, Patron of Bards and Seers, Master of Poetic Inspirations

golden harp with his right hand and a gnarled but sturdy staff in the other. History: LIKELY THEORY: Tiresias was a very talented bard who became famous for his divination skills during the Traldar era. After being falsely accused and condemned for treachery by the jealous wife of a Traldar King he was serving as counsellor, he was blinded and then exiled. Thanks to his skills, however, he was able to survive and music, dreams and words became his only companions. Tiresias foresaw the coming of the gnolls and he tried to rally the hutaakas (who had formerly schooled him in the magical arts) to defend the Traldars. However, he faced the stern and uncompromising decision of the Hutaakas to stay out of the war, and he was escorted out of their secluded valley. Tiresias dreamt of a fertile and riche land beyond the southern sea, and he judged this an omen sent by the Immortals to guide his people to a better place. With this knowledge he came to Halav's court, and he tried to convince him of the great threat which was about to wreak havoc on the Traldar Kingdoms, suggesting that the only way to survive was to migrate southwards beyond the Sea of Dread. Halav did not take him for a fool, but he clearly stated he would have never abandoned his homeland. So Tiresias travelled long to warn all of the Traldar Kings about their fate, until finally one heard his pleas and followed his advice: King Milen. Thanks to Tiresias's foretelling powers, Milen's expedition reached Davania, and Milen's descendants founded the Milenian Kingdom. Later Tiresias undertook the Path of the Epic Hero, and in his travels he went as far as the Isle of Dawn, where he recovered the Harp of Turlock and became famous among the duns as Dallbard MacCrubach, and later went to Hel's reign to destroy an artefact of Entropy. It was after this epic deed that he achieved immortality in the Sphere of Thought in BC 780. From that moment he became patron of poetry, dreams and prophecy among Traldars, Milenians and their descendants (the Thyatians and Traladarans), as well as among the people of the Isle of Dawn and the Hinterlands (as Dallbard). Personality: Tiresias is a good friend of Halav and Petra, after succeeding in persuading them to protect and respect the Milenians, and a staunch ally of Taroyas, with whom he shared the first years of the Kingdom of Milenia in the outer world. He is also in good terms with Odin, although not a member of the Norse pantheon. Despite being calm and thoughtful most of the time, Tiresias burns with rage just when someone mentions Thanatos and Ranivorus, who are responsible for the invasion of the Beastmen who caused him to abandon his homeland and suffer so much. Tiresias loves to be surrounded by a sense of mystery and wonder about his past, so he always comes up with a different story every time he is asked. He loves to create legends, which are much more stimulating and interesting than simple truth. This is part of his personality, a love for mind games and tricks that leads him to come up with interesting lies, riddles and metaphors instead of giving simple replies to answers; this way, he says, he helps people to think more. His interests lie in music, good stories and ballads, poetry, dreams and the wonders of language. For this reason he often associates with frivolous Palson and stern Guidarezzo alike, and competes with young and daring Harrow to become the true master of Dreams. Patron: Unknown [likely: Tyche]

Allies: Halav, Petra, Taroyas, Guidarezzo, Palson Enemies: Thanatos, Ranivorus Classic D&D Stats: Followers' alignment: Any; Clerics must be Neutral Favoured Weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Wisdom, +2 bonus to any one of the following skills: astrology, play an instrument, fortune telling, singing, writing, dreamwalking D&D 3E Stats: Domains: Thought, Magic, Oracle, Arts Preferred weapon: Quarterstaff Source: IM3, WotI

TOURLAIN

Protector of the Unlucky and Losers, Patron of Perseverance

Level, Alignment, Sphere: 8th (Temporal), CG, Thought Symbol: a candle that lights shines in the darkness (the hope that doesnt die from the adversity of life) Portfolio: perseverance, cleverness, sacrifice, unlucky individuals, losers, anarchy Worshipped in: Bellissaria, Alatian Islands Appearance: a middle-aged human, short and sinewy (1.60m by 45kg), with a dark complexion, ebony coloured hair and eyes and a penetrating look. History: during his mortal life Tourlain was at large in the criminal underworld until he became the respected head of the Guild of Thieves of East Portage (in the Isle of Dawn), a position he kept until, at the end of the III century AC, when he discovered the way for becoming Immortal. At this point he abandoned his life and left in search of a patron. During his climb of the rough slope of the Tower of Death, falling every test that he had been given, and when he arrived at the top of the peak he was certain that he wouldnt gain an audience with those that presided over the summit. But the Eternal of Thought, Tyche, was of the opposite view and accepted with pleasure of helping in his attempt of achieving Immortality. Tourlain must firstly recover the Feather of Fidias, a pen that allows its owner of writing in any language and of being able to put directly onto paper the thoughts of who held it. After this research lasting years, Tourlain was the person in charge of finding and destroying a sword of destructive and harrowing powers, that was in the possession of a great fighter, the unmerciful pirate Hrothgar. In the first attempt Tourlain almost lost his life, and therefore started the attack again with a different strategy: using subterfuge and guile was thus in a position to make the swords owner destroy it himself. Returning to his birth city, he adopted an orphan and placed him in his profession, succeeding after several years to take the position of Tourlain as head of the guild of thieves. When his patron appeared again, he told Tourlain that to complete his journey he must move a mountain. Firstly demoralised by the impossible task, Tourlain however collected himself and refound his vigour as soon as he gave birth to an eccentric plan for satisfying his patron. After seven years, with the help of some trusted mages and powerful enchanted items, Tourlain was finally in a position to remove an entire mountain from the Bellissarian coast to the sea, and in that moment knew he had become Immortal. Personality: Tourlain is an astute and able individual, without however being unfaithful or dishonest, seeing that he has always been a person on which you are able to count and

faithful to his friends. He loves to face his problems, constantly attempting to find the way of quickly overcoming or in alternative manner any obstacle, and urge his followers to never surrender in the face of difficulty and of surviving their hardships in view of the final objective. Tourlain has an extremely individualistic and chaotic personality, he has no love of rules or order, preferring anarchy and the constant freedom of varying his path to his liking. He is the patron of all those that, still fail or despite the accident-prone, continue to hope and to persevere in their intent, using guile or devious and alternative ways. He is a protge of Tyche together with Raven, who represents his opposite (the eternal fortunate), and is a faithful ally of Korotiku, who appreciates his style of thinking. Patron: unknown [presumed: Tyche] Allies: Tyche, Korotiku Enemies: none (spirited rivalry with Raven) Classic D&D Stats: Alignment of followers: Neutral or Chaotic Favoured weapon: none (allowed all bludgeoning weapons) Clerics skills and powers: +1 to Intelligence, +2 bonus on one Charisma based skill (not free) D&D 3E Stats: Domains: Thought, Chaos, Good, Will Preferred weapon: small club Source: IM2

TURMIS

(Hermes) Patron of Defiance and Boldness, Protector of Thieves and Adventurers, Master of Guile and Bravery

Level, Alignment, Sphere: 1st (Initiate), CG, Thought Symbol: A pair of winged sandals Portfolio: Bravery, boldness, guile, epic deeds, intrepid adventurers and swaggering thieves Worshipped in: Known World (Thyatis, Darokin, Ierendi), Pearl Islands Appearance: A young olive skinned lithe man with black eyes and short brown hair, a common face with a cunning and selfconfident look, clad in a comfortable brown leather cuirass and white robe, with a pair of winged sandals at his feet. A rapier hangs from his belt on one side and on the other one he carries a small purse filled with thieves' gear and dozens of other trinkets. History: LIKELY THEORY: Turmis lived between the VIII and IX century AC, an orphan who grew on the streets of Thyatis City surviving thanks to his cunning and the teachings of a shrewd con man that took him under his wing after his best friend's (Turmis's father) death. Once in his twenties, Turmis had already an enviable reputation as master thief in the slums of Thyatis. However, he was not interested in the gains but in glory, since he wanted popularity and to be renown for his cleverness and his boldness. For this reason he left the city and became member of an adventuring party, and in the years that followed he visited all the countries of the Known World, undertaking a series of incredibly bold and picaresque adventures against corrupt nobles, powerful monsters and merciless sorcerers. His reputation grew in time, and quickly Turmis found himself more often embroidered in situations where somebody wanted to kill him in order to obtain popularity. He was thus forced to seek

a haven where he could rest and enjoy a brief holiday for some time and he sailed for the Pearl Islands. However, there he got some rumors about the fabled Winged Sandals, a legendary Nuari artifact hidden in a volcano that nobody had yet managed to recover. Loving this kind of challenges, he immediately forgot his holiday and began to quest for the sandals, and eventually was able to recover them. This was just the first step on the long path of the Epic Hero that Korotiku had set him onto. Turmis became immortal in AC 880, and from that moment he started to prowl the Multiverse looking for new challenging adventures. Personality: As patron of cunning and boldness, Turmis sees with favor all the bold thieves and reckless adventurers, who love to be admired for their epic deeds and seek glory rather than wealth. Turmis is a loquacious, swaggering type, the typical "irresistible scoundrel", and acts as patron of all those who loves to risk and to test their wits and skills. Because of his interest in thieves he has a rivalry with Asterius and he constantly tries to win Asterius's faithful over his cause. Turmis is a fierce enemy of Talitha, having faced many of her followers during his path towards immortality. He truly worships Korotiku, he admires Sinbad's bravery and style (and the two often band together to explore the Multiverse), and is constantly trying to attract Kythria's attention, since he fell for her after meeting when they both were still mortals. Patron: Korotiku Allies: Korotiku, Kythria, Sinbad Enemies: Talitha, rivalry with Asterius Classic D&D Stats: Followers Alignment: Neutral or Chaotic Favoured weapon: Rapier (allowed all one-handed bludgeoning weapons and any type of dagger) Clerics skills and powers: bonus one-handed bludgeoning weapon and any type of dagger D&D 3E Stats: Domains: Thought, Chaos, Good, Stealth Preferred weapon: Rapier Source: IM2, WotI

mental disturb. He became famous among immortals for being the first mortal candidate to experience the three different incarnations of the Polymath all at once, thanks to his multiple personalities. Personality: Doregar is now patron of craftsmen all over the world and sometimes collaborates with Kagyar. He created twelve avatars of himself, thus giving a body to each one of his twelve personalities, and even the mortals worship him under twelve different names, each one the patron of a specific craft (Smith, Carpenter, Stonecutter, Miner, Carver, Potter, Glassblower, Jeweller, Taylor, Wheelwright, Tanner, Dyer and Miller). Patron: Kagyar Allies: Kagyar (occasionally) Enemies: No specific one Classic D&D Stats: Followers Alignment: Any; clerics must be Lawful or Neutral Favoured weapon: Throwing hammer (allowed all bludgeoning weapons) Clerics skills and powers: Free Appraise general skill, +2 bonus to any one Craft general skill (not free) D&D 3E Stats: Domains: Matter, Craftsmanship, Metals Preferred weapon: Light hammer Source: HW, GAZ9, WotI

TYCHE

TWELVE WATCHERS
Patrons of Crafts
Level, Alignment, Sphere: 4th (Initiate), N, Matter Symbol: A medallion with two eyes Portfolio: Arts and crafts Worshipped in: Bellissaria, Isle of Dawn (East and West Portage), Known World (Darokin, Ierendi, Minrothad) Appearance: A human with no particular distinctive features aside from the fact that he is bald and has a magnetic gaze, wearing clothes and tools useful for the craft he embodies. History: Before becoming immortal, Doregar was a talented Darokinian wizard and craftsman. During a particularly unlucky adventure, his companions were brutally slain in front of him, and he was able to escape and avoid their fate just for a lucky circumstance. However, because of the terrible distress endured he developed twelve different split personalities, one for every member of his slaughtered party. Probably because of his talent in the various crafts (which increased thanks to the fact that every personality specialized in a different craft) he attracted the attention of Kagyar, and after passing the tests he set on his path, Doregar began to undertake the path of the Polymath. He eventually became immortal in the second century AC, even if his ascension did not cure him from his

Level, Alignment, Sphere: 27th (Eternal), CN, Thought Symbol: A medal (with a smiling face on one side and a crying face on the other) or a wheel Portfolio: Luck (good or bad), destiny, chance Worshipped in: Known World (Thyatis, Darokin), Sind, Bellissaria, Isle of Dawn, Ochalea, Alatian Islands, Hule, Savage Coast, Davania, Hollow World (Milenia, Traldar Kingdoms) Appearance: a woman with a kerchief on her eyes clad in a white robe, with alabaster skin, raven hair and a never smiling visage History: Tyche is an ancient immortal much like Ixion and Thanatos, patroness of luck (both bad and good), chance and fate. She does not remember of ever being mortal, and she speculates to have been born when universe was created, since she embodies destiny and chance. Whatever the truth be, this remains a mystery she guards jealously. Personality: Tyche has got a very distant and lunatic character, and she never struck alliances with anybody, but likewise she never ousted anyone. Her cult has a large following among commoners and adventurers alike, who often pray her to get some good luck before difficult enterprises. Patron: Unknown (likely: none) Allies: Raven and Tourlain, the only two immortals she sponsored (representing good and bad luck) Enemies: None Classic D&D Stats: Followers' alignment: Any; clerics must be Chaotic or Neutral Favoured weapon: None (allowed all bludgeoning weapons) Clerics' skills & powers: Special power to call for luck once a day (the player can roll any dice a second time and decides which roll to keep), +1 bonus to all Saving Throws D&D 3E Stats: Domains: Thought, Chaos, Luck, Knowledge

(Bath, Tai Qi Ming) Patroness of Luck and Fate

Preferred Weapon: Light mace Source: WotI, Master and Immortal set

USAMIGARAS
Patron of Cynidicea, Patron of Leeha
Level, Alignment, Sphere: 19th (Empyreal), CN, Energy Symbol: a silver five pointed star Portfolio: magic, healing, guile, travel, messengers, thieves, Cynidicea Worshipped in: Known World (Cynidicea), Norwold (Leeha) Appearance: a youthful halfling of about a metre tall, with the face of an infantile candour so much to be confused for a child, a sly and intelligent look, a small golden circlet on his head and a silver dagger at the waist, dressed in loud clothes of all the colours of the rainbow and a pair of great wings of white on his back. History: PROBABLE THEORY: Usamigaras was in life a halfling given of an slyness and of a boldness equal only to his thirst for adventure. After having left his homeland, the Five Shires, Usamigaras wandered around until, in escaping from a powerful wizard from who hed just stolen a ring of wishes (which he used to gain magic powers equal to those of an archmage), in 400 BC ended in the city of Cynidicea. Thanks to the exhibition of his powers and to a little cleverness, Usamigaras was able to enter into the thanks of the rulers, Kallikrates and Valeria, and was appointed court mage and tutor of the small Marina, only heiress of the two monarchs. When the king and queen of Cynidicea died because of a landslide while they searched in the subterranean grotto only just discovered under the capital, Usamigaras succeeded to convince the council of nobles to support his nomination to new monarch and regent of the crown, with the promise that having protect the queen Marina until her age of majority and would later return the power from his hands. Effectively, during the following 20 years of the reign of Usamigaras, Cynidicea was able to peacefully prosper, and the Regent became a figure of great popularity both among the nobles and among the commoners, frequently organising ballets, festivals and games for endearing himself to the population (and justified with this conspicuous expense deficit in the case of the state). In 370 BC Usamigaras discovered the secret documents of Gorm regarding the path for Immortality, and began to think seriously of doing a more important thing than the governing of the kingdom. Therefore, after having taught well the by now adult Marina on her duties and having found her a worthy husband in the captain of the guard, the faithful Alexius, as promised Usamigaras abdicated from his position of regent and left Cynidicea (taking with him a good part of the royal treasury and all the ancient documents of Gorm), revealed to him that the moment had arrived for him to undertake the path for joining with the Immortals Gorm and Madarua. Usamigaras succeeded in effect to become Immortal in 333 BC, after having found in Coberham a patron and on his indication having guided the halflings that lived with difficulty between Soderfjord and the Alasiyan Desert (descendents of the survivors from the invasion of Soderfjord by part of the kobolds in 490 BC) towards the faroff Great Bay, moving to found the county of Leeha. It was here that Usamigaras completed his own path and became a hero and an Immortal worshipped by the hin of Norwold. After he returned to also manifest in Cynidicea, where he founded his own cult and became the third member of the

Cynidicean pantheon. It was typical of Usamigaras to guide the Cynidiceans in escaping from the northmen invaders in the underground caves, and to suggest to his clerics of starting the reconstruction of the city in that secret site, a decision that was later also supported by the followers of the other Immortals. Personality: Nevertheless during his mortal life Usamigaras has wanted most of all is to place the churches of Madarua and Gorm in second place and centralise in his hands all the power, from when he became Immortal he is a loyal ally of the other two Immortals that protect Cynidicea, acknowledging that fighting the threat constituted by Zargon (the demonic entity that lives under the city) as well as guaranteeing the survival of the Cynidiceans are two optimal motives for acting in common accord. This does not remove the fact that Usamigaras is always much more cunning in the proffering of plans of action and preaches to his cultists of using guile and subterfuge for more easily attaining their aims. Despite this side of him, Usamigaras is also remembered for his great curative ability and for the profound knowledge of the arcane arts, and for this is worshipped as the patron of thieves, healers, messengers and mages to Cynidicea, while to Leeha he is recognised as patron of guile, healing and travellers. Patron: unknown [presumed: Coberham] Allies: Gorm, Madarua Enemies: none Classic D&D Stats: Alignment of followers: Chaotic or Neutral Favoured weapon: dagger (allowed all bludgeoning weapons) Clerics skills and powers: Clerics Usamigaras acquire the ability to cast arcane spells from scrolls, as a mage of level equal to 1/3 of their cleric level, free read magic ability D&D 3E Stats: Domains: Energy, Chaos, Magic, Healing, Stealth Preferred weapon: dagger Source: B4, WotI

UTNAPISHTIM

Patron of Survival, Patron of Hope and Justice, Protector of the Living Species

Level, Alignment, Sphere: 20th (Empyreal), LN, Matter Symbol: A blue kingfisher Portfolio: Survival, travel, justice, protection of the living species Worshipped in: Bellissaria, Skothar (Esterhold, Jen, Minaea) Appearance: A middle aged Oltec with dark complexion, black moustaches and goatee, curly raven hair that falls down on his shoulders, hazel eyes with a keen gaze. He wears a short blue cotton robe embroidered with golden motives, a pair of simple sandals and a tall conical hat. History: LIKELY THEORY: Utnapishtim was an Oltec that lived during the civil war between Oltecs and Azcans in central Brun. Devout cleric of Kalaktatla, he was pushed by his patron to gather a numerous group of followers in order to sail westward, looking for a new land to settle where war could not reach them. Utnapishtim was thus responsible for organising the Oltec expedition that reached and colonized the Savage Coast in 3400 BC. Utnapishtim worked hard to keep peace between the Oltec princes that had followed him, and he became a central figure in the Oltec confederation of

the Savage Coast, the only High Priest that managed to earn the confidence and the obedience of all the nobles without proclaiming his superiority or demanding to be hailed King. In BC 3150, near the end of his long mortal life (largely extended beyon human timespan thanks to his powers and the Immortals blessing), Kalaktatla appeared in his dreams and gave him a new choice: to die and come to live eternally in his paradise, or to be reincarnated in order to save other people from death and destruction, serving justice until his second death. Utnapishtim chose to serve his patron once again, and so he started his path of the Polymath. In his first reincarnation he became a beastman explorer in the north of Brun. After witnessing the persecution brought to his brethren by the cruel and powerful Blackmoorians, he devised a plan to escape the Blackmoorians crusade and save his tribe using the sea as the only escape route. He built a great Ark with his companions help, and he led his tribe southeast (since the Blackmoorians came from the west), making landfall in the proto-Alphatian peninsula inhabited by the Neathar Yanifey. Here the beastmen settled in the colder regions, living separated from the more numerous (albeit primitive) humans of the south, and the descendants of these beastmen are the humanoids that currently live in Alphatia, who follow the more peaceful teachings of Ka and Terra. Then he was reincarnated in an Oltec wizard on the eastern coast of Skothar some decades before the Great Rain of Fire. After receiving an omen regarding a disaster of huge proportions, he started to warn his fellow citizens of an imminent catastrophe, but very few heeded his words. He then went looking for a great Ark where he could have stored a sample of all the animal species, the only creatures without malice, and survived the great flood that he was expecting. All of this had been planned by Ka as a test to retrieve the Ark and accomplish part of his path of the Polymath, but even Ka did not know that his fake omens would have proved terribly true. After retrieving the Ark on the proto-Alphatian continent, Utnapishtim gathered many animals and few selected Oltecs who proved honest and true to his teachings, and he left the Skotharian coasts shortly before the Great Rain of Fire hit Mystara. When the cataclysm struck, mountains of water rocked the sea, the sky started to cry tears of fire and the land cracked billowing black smoke from its bowels. Utnapishtims Ark sailed on the perilous seas for weeks, waiting for a sign from the immortals to understand where to go or stop. Finally a great kingfisher swam ahead of the vessel and guided the survivors to a great continent, where Utnapishtim and his followers landed. This land was still mostly uninhabited, save for some tribes of rakasta, and so they founded here their colonies, becoming the first human inhabitants of Bellissaria and bringing with them many animal species so common in Skothar, which they thought had been swallowed by the sea. Later on Utnapishtim became an elf in the devastated land of Evergrun, and had to find the Ark quickly in order to transport his clan and numerous inhabitants of the forests of Evergrun in their new homeland of Grunland, before the earthquakes and the waters swallowed Evergrun. Only in BC 2800 he managed to become Immortal in sphere of the Matter, after accomplishing the last epic quest in the Savage Coast, where in the jungles of the Immortals Arm he built the Temple of the Ark, a monumental ziggurat that hides the powerful artefact.

Personality: Utnapishtim is the patron of order and life that wins over Chaos and destruction. He gives hope to his followers and teaches them to respect the laws to live peacefully. His clerics preach the respect for Immortal Justice, Traditions and Order, and are famous as wise judges in the communities they protect. Utnapishtim is also associated with travel and protection of the living species, and this makes him a good ally of Ka and Terra, while he is a long time enemy of Thanatos. Patron: Unknown [likely: Ka] Allies: Terra, Ka Enemies: Thanatos Classic D&D Stats Followers Alignment: Lawful or Neutral Favoured weapon: None (allowed all bludgeoning weapons) Clerics skills and powers: Free Direction Sense and Navigation general skills, +2 bonus to general skill Knowledge of Codes and Laws of a specific civilization (not free) D&D 3E stats Domains: Matter, Law, Travel, Protection, Justice Preferred weapon: Light mace Source: IM3

VALERIAS

Level, Alignment, Sphere: 31st (Hierarch), CG, Matter Symbol: a delicate rose with particularly pointed thorns Portfolio: love, passion, desire, sensuality, beauty, arts, fertility, protection, charity Worshipped in: Bellissaria, Cestia, Savage Coast (Almarrn, Cimmaron, Gargoa, Guadalante, Herath, Narvaez, Saragn, Texeiras, Torren, Vilaverde), Davania (Brasol, Izonda, Meghala Kimata, Pelatan, Vulcania), Isle of Dawn (Shadow Coast, Helskir, East Portage, Redstone, Thothia), Pearl Islands, Alphatian Sea (Alphatia, Alatian Islands), Hollow World (Milenians, Nithians, Tanagoro, Traldar), Known World (Darokin, Ierendi, Northern Reaches, Thyatis), Norwold, Ochalea, Skothar (Minaea, Thonia, Zyxl), Yavdlom Appearance: a most beautiful woman who appears to be of the observers race, dressed in clothes of uniquely tasteful design and precious jewels typical of the culture to which she manifests, besides a pair of golden earrings that represent the rising sun, a gift of her lover Ixion. History: Valerias belongs to the caste of Immortals so ancient they cannot remember their own mortal life nor does she want to try to shine a light on her past. Valerias only began to become interested in Mystara when the first humans appeared on it, and she remains fascinated by their vitality, passion and customs. In particular Valerias is becoming the patroness of love, especially of the history of tragic, tormented and impassioned love. In this capacity she was often called with the appellation of Girder-on of Weapons, since some legends tell of her intervention at the side of lovers that face death together as bringer of arms and armour for better fighting against adverse luck. Her cult is popular in every part of Mystara, both as patroness of idealised and physical love, and of fertility (in women and in nature), sensuality, femininity and charity.

(Ashanti, Biao Hun XiAi, Girder-on of Weapons, Hathnor, Isiris, Shaya, Sjofn, Vanu) Immortal of Love, Patroness of Passion and Desire, Lady of Charity, Protector of Lovers

Personality: Valerias is a very passionate Immortal and as such her temperament is stormy, proud, sanguine. She likes to meddle in the affairs of mortals and is inclined to indirectly intervene to help all those mortals that affect her fantasy or demonstrate charm and charisma. These rushes of blood are however transitory, and so as suddenly as her interest for a story or an individual can bloom it can diminish equally rapidly when it grows troublesome or predictable. Even her romantic relationship with Ixion, that has lasted since time immemorial, suffers disruptions from time to time when Valerias loses her head for some other, but in the end she always returns to Ixion, when looking for stability. Despite being both the uncontested patroness of love and beauty, she has however recently began to feel a serious rivalry towards Kythria, a young Immortal who was once her priestess and who is now under the protection of Eiryndul (another Immortal that Valerias detests for his unendurable arrogance and the repeated advances), who seeks to steal her space and faithful. Furthermore, given his spirited and unstable character, she doesnt support the pedantry of Khoronus, often ending with her arguing with him. Patron: unknown (probably none) Allies: Ixion (her companion) Enemies: all the Entropics, Eiryndul, Kythria, Khoronus Classic D&D Stats Alignment of followers: clerics and followers can have any alignment (clerics are usually Neutral or Chaotic) Favoured weapon: short sword or rapier (allowed all bludgeoning weapons) Clerics skills and powers: can freely cast locate object and remove fear each once per day (considered magical abilities), and on reaching 9th level can cast charm person once per day, +2 bonus on the skills seduction, fashion expert and make up (not free) Paladins and Avengers skills and powers: lay on hands, +1 bonus to Charisma, free persuasion skill D&D 3E stats Domains: Matter, Chaos, Good, Protection, Fertility, Persuasion Preferred weapon: short sword Source: HW, HWR2, WotI, DotE, SCS, HWR3

VANYA

(Belbion, Faa, the Grey Lady, the Inquisitor, Matera, Varellya) Patroness of War and Conquerors, Patroness of the Heldannic Knights, Patroness of the Kubitts

Level, Alignment, Sphere: 23rd (Empyreal), N, Time Symbol: Two short swords crossed over a vertical spear or a black rampant lion on white field (the Heldannic Knights' standard) Portfolio: War, conquest, victory, pride, honor, strength, feminine power, birth (only in Milenia) Worshipped in: Cestia, Davania (Arypt, Brasol, Hinterlands, Meghala Kimata, Pelatan), Isle of Dawn (Ekto, Furmenglaive, Kendach, Redstone, Shadow Coast, West Portage, Westrourke), Hollow World (Kubitts, Merry Pirate Seas, Milenia, Oostdok, Stonehaven), Known World (Karameikos, Heldannic Territories, Thyatis), Norwold (Landfall, Oceansend), Savage Coast (Bellayne, Narvaez, Texeiras, Torren, Vilaverde)

Appearance: A human woman of medium height with brown eyes and long brown hair worn in a single braid, wearing a red armour with scales of a red dragon, horseman's clothes and spurs on the boots, and carrying a pair of weapons always fastened at the belt (long sword or short sword and spear). History: Vanya was a brave warrior princess of the Kerendan tribe, who lived in Davania around the VII century BC. Fleeing before the marching forces of the Milenian Empire, Vanya led her own people northwards, together with the ancestors of the Thyatians and the Hattians, looking for a refuge where the Milenians would not pursue them. When it was clear that the only hope lay beyond the ocean and that they needed to abandon their homeland, Vanya formed a battalion of brave soldiers, and with hit-and-run raids she delayed the Milenian troops enough to allow the three tribes to build the ships and to sail northward. This sacrifice cost her freedom, since the survivors of her warband were captured and enslaved by the merciless Milenians. After years of serving her hated enemies as a slave, Vanya was sent near the southern border of the Empire, in the Lower Arypt. Here she found an unlikely ally in a Milenian cleric of Khoronus, who admired her indomitable will and eventually fell in love with her. When her master threatened to kill her when she refused to submit to his sexual desires, the Milenian cleric organised her escape and followed her heading southwest in the uncharted wilderness. After days spent marching, they arrived near the coast where Vanya helped many Neathar tribes living here to withstand the might of the rakasta raiders. Thanks to her wits and military prowess, as well as to the superior knowledge she learnt from her Milenian captors, she taught her Neathar allies to build better weapons and armors and trained them in more efficient military tactics. In a decade she became the warleader of a large clan, and later the overlord of a whole coalition of tribes, building a fortress as her seat of power that would have later be renamed Vanya's Rest by the Heldannic Knights that discovered the keep in Lower Arypt. Once the simbasta threat was dealt with, Vanya convinced her allies to plan a massive raid against the northern Milenian outpost she fled many years before. This way she would have halted the Milenian expansion in the south and avenged all the years of slavery she had to endure. Vanya's troops obtained a crushing victory and the city was completely annihilated. Following this success, Vanya returned among his allies and in BC 586 she was proclaimed Queen Varellya (using the name the Neathar gave her, which meant "Victory"). In the following years she faced two major threats to her kingdom but she was ever victorious, until one night Khoronus appeared in her dreams and asked her to abandon her people and to follow him: only in this way she could have earned true immortality. Vanya abdicated in favour of her son and went on a quest, looking for an artefact to travel through time. Thanks to this artefact, she assured her dynasty a firm grip on the Kingdom of Varellya for the centuries to come, and after building the new capital of the kingdom turned Empire in the middle of the Vulture Peninsula (using a fake identity), she finally managed to become immortal in the Sphere of Time around BC 380, leaving her mortal body in the ancient fortress of Vanya's Rest. From that moment Vanya became patroness of war and victory, and she extended her protection first over the Varellyan Empire, and then over the Thyatian Empire (founded by the descendants of her people, and therefore considered with a special attention). The last consequence of her machinations was the war that led the Order of Vanya to

migrate from Thyatis and conquer the Heldann's Freeholds, thus establishing the new theocracy called the Heldannic Territories in AC 956. The Heldannic Knights were then guided by Vanya to find Vanya's Rest and take possession of the Star of Vanya, a priceless artefact the Knights used to improve their military might and impose Vanya's will all around the world. Personality: Vanya is the perfect example of a person who lived by heaps and bounds. During her mortal life she launched herself without restraint in every war, battle, adventure, challenge, and even personal relationship. As an Immortal she sees with favour all those individuals who live their life to their maximum as much as she did. Vanya appreciates above all those followers who do not hesitate in front of the danger, but are prepared to test their faith and their force of will against impossible challenges. On the other hand, she despises cowardice and does not hesitate to punish the cowards and the traitors. For Vanya war is an art that must be appreciated, practiced and undertaken seriously. She believes in fact that war and conquest are the major forces that influence the history and culture of any society. War tests people's willpower and resourcefulness, where only the best survive to improve the world. At the same time, conquest stimulates progress, since it brings together different civilizations (the victorious and the defeated ones) and forces them to confront each other, mixing elements of both to generate new ideas, new possibilities and new paradigms. Vanya knows that war brings also destruction and desperation, and that if the conqueror is not wise the risk of cancelling all the benefits of the conquest with its dysfunctions (tyranny, abuse and indolence were the mark of the Milenian conquerors to her) are high. Therefore only those who master the art of war will be capable of choosing the future of the world, and for this reason she trains her followers to cover this role. Vanya does not like to maintain the status quo, since her vision of the world reflects her personality: ever changing and full of possibilities, much like any battle. She blesses the winners: she does not care the purpose of the battle, she just cares for victory and the glory that comes with it. Vanya shows no mercy towards the losers or the weak ones, and she does not care to promote kingdoms or laws that will eventually led to stagnation and therefore to indulgence and sloth. She encourages battle and war to strengthen her followers and shape healthier future generations, so that the more skilled (not just the stronger) will be victorious. Remembering her distress under the Milenians' yoke, Vanya has never forgiven this lot and fights with passion against those Immortals who protect the Milenians (Halav and Petra above all), adding to her enemies Rathanos because of his male chauvinist pomposity. Patron: Khoronus Allies: None Enemies: Rathanos, Halav, Petra, rivalry with the Eternal General Classic D&D Stats: Followers Alignment: Any Favoured weapon: Short sword and spear (allowed longsword, bastard sword, dagger, gladius and two-handed sword) Clerics skills and powers: Free Fighting Instinct general skill; +2 bonus to two general skills among the following (not free): Alertness, Ride, Authority, Military Tactics, Courage, Danger Sense, Terrorise

Avengers' and Paladins' skills and powers: Lay on Hands, free Authority general skill D&D 3E Stats: Domains: Time, War, Strength, Courage Preferred weapon: Sword (one type to choose among: longsword, short sword and greatsword) Source: M1, DotE, WotI, HW, HWR3, SCS, CoM

WAYLAND
(Svarog, Volund, Vulcan) Patron of Metallurgy, Master of Constructions, Patron of Smiths and Armourers, the Gods' Smith

Level, Alignment, Sphere: 21st (Empyreal), TN, Matter Symbol: A hammer floating over an anvil Portfolio: Metallurgy, smiths & armourers, engineers & builders, magical creations Worshipped in: Known World (Northern Reaches, Heldann, Darokin), Norwold, Isle of Dawn, Alphatia, Hollow World (Traldars and Antalians) Appearance: A wiry and bearded smith wearing a large leather apron and linen trousers, showing his broad chest while wielding a heavy hammer in his right hand. The race he belongs vary according to the followers he appears, but he always sports a short black beard, grey eyes and a slightly hunched back. History: LIKELY THEORY: Wayland was a skilled Antalian smith that lived in the XXII century BC. Thanks to the friendship he struck with some dwarven craftsmen he managed to discover the secret of iron forging way ahead of time (his kinsmen were still in the bronze age) and this allowed him to manufacture titanic weapons for the most known heroes of his time (Thor, Heimdall, Frey and Freyja). This helped him acquire a divine aura in the eyes of his fellow men and it also attracted Kagyar's attention, who sponsored him on the path of the Polymath. He was then reincarnated as a dwarf (Weland), a gnome (Wielandt) and an elf (Volund), and thanks to his talented skills for metalworking every time he managed to fulfil his quest: finding and forging anew Odin's sword, Balmung. This way he earned his place in the sphere of Matter in the XX century BC. Personality: Wayland is also called the Gods' Smith and is famous for creating many of the Immortal artefacts found all around the world, as well as for being chief architect of Pandius, the city of Immortals located on the moon Matera. He is always busy with creating some new kind of magic item and he has a distinctive gruff and aloof character that he developed during his dwarven incarnation. He protects all artisans, in particular smiths and armourers which he's fond of, and gives his blessings to all those who like to create magic weapons, armours and golems. He's a trusted ally of Kagyar and Odin and has worked in team with Polunius many times, sharing a common passion for building and magic. He's got a friendly rivalry with Ilmarinen, another talented Immortal craftsman. Patron: Unknown [likely: Kagyar] Allies: Kagyar, Odin, Polunius Enemies: None Classic D&D Stats: Followers' alignment: Any Favoured weapon: Throwing hammer (allowed all bludgeoning weapons)

Clerics' skills & powers: +1 bonus to Strength, +2 bonus to any skill related to metalworking or construction D&D 3E Stats: Domains: Matter, Magic, Craftsmanship, Metals Preferred weapon: Throwing hammer Source: WotI, Master and Immortal set

WOGAR
Level, Alignment, Sphere: 6th (Initiate), NE, Matter Symbol: A black wolf's head viewed frontally Portfolio: Goblins, war and military tactics, conquest, predators, cruelty, wolves and werewolves Worshipped in: Savage Coast (El Grande Carrascal, Eusdria, Hule, Robrenn), Davania (Izonda), Known World (Broken Lands, Darokin, Rockhome), Midlands (Borea, Yazak Steppes) Appearance: A well-muscled goblin wearing a wolf's pelt and a hood made from a wolf's head. History: During his mortal existence them, Wogar was a great humanoid warleader that chose to follow his shaman's prophecies to achieve power and greatness above all other humanoids. So he gathered a great horde and left the Cradle (the place of origin of the modern humanoid races) heading south-eastwards in search of the Blue Knife, a legendary artifact that could have made its owner invincible. Wogar's Horde left the Cradle (in the center of Brun) in BC 1310 and traversed the Savage Coast, leaving mayhem and destruction in its path. Once it reached Hule however, the ogres chose to split from the main horde, since they did not recognize his authority anymore. After killing his shaman and stealing his treasure at the battle of Khuzud, the ogres fled to nearby Sind and in the following decades continued to move until they arrived in the Broken Lands, where they founded Ogremoor in BC 1269. Meanwhile, Wogar's horde overran Hule, where it pillaged the scattered villages and towns killing many people and enslaving the survivors. Their reign of terror ended when Hosadus, a young holy man, convinced the leaders of the horde using his magic and deceiving skills that the sacred Blue Knife was located east, beyond Black Mountains and the Great Desert. Wogar and the majority of his followers departed Hule believing Hosadus's lies, while those who remained in Hule quickly became devout followers of the sly Hosadus, who soon gained power over the humans too. During the crossing of Sind, Wogar was finally able to attain immortality as his shaman had predicted thanks to his warleader skills, and his teachings allowed his descendants to conquer first the lands of the Atruaghin Clans (red orcs in BC 1257) and then Faerdinel (current Five Shires) in BC 1255, while a third group found the Rock of Oenkmar and the Blue Knife in the Broken Lands in BC 1190, thus ending the quest. Currently all the humanoid tribes of the Broken Lands recognize Wogar's importance in history, but only the goblins and a few tribes of orcs worship him as patron of their race. Personality: Wogar is sly and clever, gifted with an instinct and an aura of authority still unmatched among the humanoids. He has always had a special bond with wolves and for this reason he created the wolfsrider as elite troops among his soliders and currently takes interest in the actions of werewolves too (who share an even stronger bond with wolves). He considers his most fearsome enemies Halav (bane of all humanoids) and Atzanteotl (who is trying to subvert his

(Maglubiyet, Wong-Ah) Patron of Goblins, Lord of Wolves and Predators

faith and steal away his followers using treachery and false promises). Patron: Unknown [likely: Ninfangle] Allies: None (respect for Karaash) Enemies: Halav, Atzanteotl Classic D&D Stats: Followers Alignment: Any; clerics must be Chaotic or Neutral Favoured weapon: Sabre (allowed all bludgeoning weapons and whip) Clerics skills and powers: Clerics can turn into a wolf once a month for one hour and benefit from all werewolves' classic powers while in this form (the cleric maintains his mental capacities and acquires the werewolf's physical strengths). Free Animal Empathy (Wolves) general skill and +2 bonus to Train Wolves and Ride Wolves general skills (not free). Avengers skills and powers: Free Ride Wolves and Animal Empathy (Wolves) general skills. D&D 3E Stats: Domains: Matter, Evil, War, Animal Preferred weapon: Longsword Source: GAZ10, HW, WotI

YAGRAI

(He Who Always Rises) Patron of Tenacity and Obsession, Patron of Humanoids

Level, Alignment, Sphere: 12th (Temporal), NE, Entropy Symbol: a black skull on a white background Portfolio: humanoids (especially hobgoblins and orcs), obstinacy and tenacity, death and necromancy Worshipped in: Davania (Addakia, Meghales Amosses), Known World (Ethengar, Broken Lands) Appearance: a large yellow-skinned humanoid without well defined traits (he might be an orc or a hobgoblin), dressed in black leather armour and a helmet that has for a visor a black skull and in his hand a black broadsword. History: Yagrai was a humanoid, even if it wasnt written if he was a hobgoblin or a yellow orc, known by the name of AkkilaKhan. Departing together with the Great Horde of King Loark from Urzud, that was divided very soon by the supreme leader and together with his tribe headed decisively southwards, with the intension of creating a dominion complementing his. Invading the Ethengar Steppes in 1720 BC, conquering them thanks to the tenacity and the superior weapons of his people. Following the Ethengar nomads starting to rebel against the invaders, and in 1711 BC also arriving in the steppes the Horde of Loark, to which Akkila Khan was allied for crushing the Ethengar insurrection. In 1709 BC however, AkkilaKhan betrayed King Loark conspiring with the Ethengarians in exchange for the land to the west of DolAnur. The Great Horde was therefore defeated in the battle of Chongor and was scattered, colonized the neighbouring western lands (not yet broken). In 1891 BC also Baka (a very influential tribal head among the Ethengarians) betrayed AkkilaKhan for usurping his position, he fled with his humanoids and finished by building a fortress on the northern border of the Broken Lands. From here he started to launch many raids against the people of the steppes, and became legendary for being revived from death numerous times and have always avenged his defeat (thanks to powerful magic items able to cure his wounds and regenerate him).

Later, in 1688 BC there was no trace of him and he was believed dispersed. In truth, thanks to his indomitable tenacity and obstinacy (more than to his slight intelligence or mediocre combat ability) finally succeeding to become Immortal in the Sphere of Entropy and now acts as patron of all the humanoid races (embodying the unstoppable force of the humanoid nature), even if yellow orcs and hobgoblins have sought to monopolise the cult. Personality: The characteristic of Yagrai is his determination. He has never been very intelligent or particularly strong, but has always achieved his objectives and is proud of this. He has an immodest vanity, and although having no particular plans, he is interested in his subjects only for receiving their admiration and praise. After his repeated deaths he has developed an obsession for necromancy and the spirits, that he has handed on to his followers. Patron: unknown [presumed: Hel] Allies: none Enemies: Halav Classic D&D Stats: Alignment of followers: Neutral and Chaotic Favoured weapon: broadsword (allowed all bludgeoning weapons) Clerics skills and powers: the clerics of Yagrai must have 12 death scars on the body (or must have been reduced to 1 hp at least 12 times in battle, surviving), that allows them to survive death. Indeed, if reduced to under 0 hp, must make a Wisdom test, and if successful instantly recover an amount of hp equal to the difference between their Wisdom value and the number rolled on a d20 (if this does not result in a positive number they die in 1d4 round); free resistance general skill Avengers skills and powers: +1 bonus to ST vs. Ray of Death and energy drain for every 10 death scars accumulated (cumulative, max +5) D&D 3E Stats: Domains: Entropy, Evil, Death, Will Preferred weapon: broadsword Source: GAZ10, HW, WotI

YAV

Patron of Yavdlom, Patron of Divination, Protector of Prophets and Seers

Level, Alignment, Sphere: 13th (Celestial), TN, Time Symbol: A conch shell Portfolio: Yavdlom, seers, prophecies and divinations Worshipped in: Yavdlom and Serpent Peninsula Appearance: An elderly black-skinned man with a mix of elvish and tanagoro features, sporting a short grey beard and a few lumps of curly white hair on his temples, wearing a simple sleeveless cotton tunic and with a peaceful and meditative look on his face. History: Yav was born in BC 556 from an elven mother and a human father in the Serpent Peninsula. Early in his childhood he began to manifest exceptional foreseeing skills and soon he became the most powerful seer that had ever walked in that region, saving hundreds of people by foretelling hurricanes and other natural disasters. When Yav reached adulthood he joined the clergy and started to preach against seers who used their powers for personal gains, but his proselytizing didn't have much success. In BC 529 after major abuses on the part of the ruling seer's class, various factions of elven purists massacred all half-

bloods they could find, whether they had divination skills or not. During this riot the Tanagoro inhabitants of the Serpent Peninsula grouped together to stop the elves and the resulting civil war made ten thousands dead. During this period of turmoil Yav disappeared and his followers spread the rumour that he had been killed by the elves. In fact he had chosen to leave the region to discover the true cause of the outbreak of violence and chaos, since through the use of his powers he had sensed that something was influencing the thoughts of both the seers and the commoners (making all of them greedier and more evil). After travelling a lot, he became aware of the fact that the farther he got from Thanegia and the more difficult it became for him to use his divination skills. So he came back home convinced that the solution to this mystery lay buried in the Serpent Peninsula. After his return he discovered that the most powerful seers now ruled the cities and those who hadn't got the Sight were forced to pay the seers to benefit from their gifts. He also discovered that his followers had turned him into a god by proclaiming him infallible and omnipotent. The cult of Yav was attracting especially people from the humbler classes, who all waited for Yav's return to bring justice and harmony in Thanegia once again. So Yav chose to remain hidden and he introduced himself as Mulogo, reaching a powerful position in short time thanks to his powers. In BC 500 he proclaimed himself the Herald of Yav and by predicting a terrible earthquake all other seers had failed to anticipate, he finally managed to convince the Tanagoro to leave Thanegia en mass, foretelling that Yav's wrath for their sins would have caused great catastrophes and that moving to a faraway place was the only solution. So the Tanagoro built a great fleet and sailed westwards, settling in the Arm of Immortals were all seers lost their powers. In BC 480 Mulogo sailed back to Thanegia and eventually found the cause of all the problems. Buried deep in an underwater cave between Thanegia Island and the Serpent Peninsula he located an artefact of the sphere of Time with two important side-effects. It gifted those people with mixed human and elves blood with precognitive skills and at the same time it corrupted people's thoughts, increasing the feelings of greed, egoism and thirst for power. Trying to repair the artefact Yav triggered it and found himself cast forward to AC400. When he sailed westwards to his kin, he discovered the seers were long gone and that the tanagoro were now threatened by humanoid warbands. Assuming the identity of Mulogo, he led his descendants back to their ancestral home in Thanegia and again he saved them. Then he personally taught the Precepts of Yav to the new ruling class of seers, to promote a peaceful coexistence with those not gifted and avoid all previous abuses. After giving the reins of power to his nephews, he returned to the cave of the artefact and mastered its use. Afterwards he travelled 300 years in the future, but there he discovered that not even his teachings had protected the seers from the corrupting influence of the artifact. He went back to study the time machine and discovered it had been damaged by an earthquake in the past, and this was the cause of its devious side-effect. After another long trek he managed to recover the missing parts and put them in place, but this caused a new unforeseen side-effect. His kin grew lazy and decadent, an his kingdom broke up in many small autonomous villages, many of them threatened by the neighbouring cavitations.

In a final attempt at fixing the artifact once and for all, he eventually repaired it and was cast ahead in time up to AC 750. He successfully located his descendants and helped them unifying the tribes, thus creating the Most Serene Divinarchy of Yavdlom. At that point he was contacted by an immortal who explained him all his efforts had granted him a place in the sphere of Time. Personality: Yav is an exceptional righteous and pious person, who preaches that power must always be used for the common welfare and not to achieve personal goals. His incredible peacefulness and wisdom make him the perfect advisor even among immortals and have allowed him to avoid making enemies. Patron: Unknown [likely: Calitha] Allies: Tiresias Enemies: None Classic D&D Stats: Followers' alignment: Any Favoured weapon: Any (allowed all bludgeoning weapons) Clerics' skills & powers: Yav's clerics can foretell future with good accuracy once a month (in game terms, the DM can send them an omen through dreams which shows an event that will happen within the next year if nothing interferes with the planned course of facts), bonus Astrology skill, +2 bonus vs. ST that influence the mind D&D 3E Stats: Domains: Time, Knowledge, Luck, Oracle Preferred weapon: Quarterstaff Source: CoM, WotI

ZALAJ
(Bergelmir) Patron of Cloud and Mountain Giants
Level, Alignment, Sphere: 20th (Empyreal), LN, Time Symbol: a cloud Portfolio: cloud and mountain giants, knowledge, magic, strength Worshipped in: Davania (Ice Peaks), Known World (Rockhome, Northern Reaches), Norwold, Kingdom of the Clouds, Skothar (Nentsun, Tangor) Appearance: a classic cloud giant about 6m high, with grey skin and a bushy white head of hair, a pair of long white drooping moustaches and an attentive and curious look, wearing a ancient tunic that shows off his forearm and calf muscles. History: PROBABLE THEORY: before the age of the humans and of the Empire of Blackmoor, Mystara saw the rise of the Age of the Giants, when the Garl (primitive giants) evolved into three sub races and they spread into the continents of Brun and Skothar raising the first kingdoms. At that time, the giants were divided into people of the plains, ice and sea. The giants of the plains were the more wealthy and most powerful, those of the sea were the wisest and more reticent, while the frost giants, that lived in the cold areas of the north, envious of their cousins of the fertile southern plains and often fought against them. It was because of the greed and of the hate brought among these giants by Surt, that the Age of the Giants had ended with the bloody Fratricide War. When indeed the richer land became really few, also because of the expansion of the more numerous humans, a large group of giant followers of Surt, the Gundirrim (the first fire giants) descended in mass from the north and began to lead to iron

and fire the kingdoms of the south. At that time Zalaj was the uncontested sovereign of the Clan Bromdignag, the richest and most powerful among the giants of the south, given of incomparable strength and of a superior intellect to his equals. Unfortunately, because of the internal rivalry among the lowland giants, the assault of Zugzul also provoked an internecine war among them, and this caused the collapse of the giant kingdoms and the dispersal of the survivors. After the fall of his stronghold, Zalaj ended guiding his allies onto the summits of the highest mountains, here finding temporary refuge from the fury of their enemies. He then put himself in search of a place in which he and his followers could go to escape forever the persecutions of Surt and the wars between the cultures, and therefore arrived in the plane of the creator of the giant race, the powerful Ouranos. Unfortunately here Zalaj made a terrible discovery: the Immortal indeed had by now vanished from time, and could no longer respond to the demands of helping his followers. Zalaj decided for that reason of taking on his shoulders the destiny of his people, and returned to Mystara bringing with him the ancient knowledge found in the abandoned city of Ouranos. Thanks to the materials and the magic he discovered, Zalaj proceeded therefore to the construction of the first city among the clouds, where he finally took his most faithful allies for founding a new kingdom. From the descendents of these exiles were born the first generation of cloud giants, while the giants that remained to live on the highest summits had become the original mountain giants. Zalaj nevertheless wasnt content with having saved his followers, and find a way for becoming the new protector of the giant race, replacing the vanished Ouranos. So he began to be worshipped as an Immortal, and to study a way for achieving Immortality. After having found an artefact for travelling in time and the support of Verthandi (the then Hierarch of Time), Zalaj finally succeeded to complete the Path of the Dynast created the Kingdom of the Cloud Giants above the Mystaran skies, while establishing an alliance between the ancient dwarves and the mountain giants that also allowed these disciples of his to live undisturbed on the more impervious mountain ranges. Zalaj rose among the Immortals in the distant 10,200 BC, becoming the patron of all the cloud giants (Bromdignag) and mountain giants (Zoldignag). Later, after seeing the repetition of fratricide clashes between the giant races, he decided to give his adepts, the cloud giants, the role of ambassadors among all the communities of giants of the world. Therefore the cloud giants became merchants, capable of travelling from place to another on their flying castles and of exchanging the goods produced by a certain clan of giants with those of other clans that needed the goods. In this way, all the giants became dependent on things that were produced by one of the other races, reduced the feuds between clan, and the cloud giants assuming a primary role in guaranteeing the global peace between the giants, as well as their superiority over the terrestrial and marine giants. Zalaj is further assured the continued veneration of the cloud giants and prevents that may become too eager and that somebody could be useful to the flying islands placing a bond to their existence: each year indeed it is necessary to perform an elaborate secret ceremony in which precious items are destroyed in an appropriate brazier consecrated to the Immortal in order to keep active the spell that allows all the islands and castles to float and move. Therefore the cloud giants depend on Zalaj

as the others depend on them, and no treasure is more important than the protection that Zalaj offers them thanks to the flying castles of the Heavenly Realm. Personality: Zalaj is an extremely arrogant and threatening individual, who always demands a great respect and he grants hearings only to those that before are lavish in fulsome flattery of his wisdom and power. He is very protective in the struggles of his followers and likewise prepared to curse them when they abandon him. He profoundly hates Zugzul (Surt) and Hel, that have caused the schism of the giants, and his only allies are Palartarkan, who demonstrates like him an unbridled passion for the skies and magic, and Gorrziok, who helped Zalaj when still mortal protect the new-born Heavenly Realm from the fire giants. Patron: unknown [presumed: Verthandi] Allies: Palartarkan, Gorrziok Enemies: Zugzul, Hel Classic D&D Stats: Alignment of followers: any; clerics must be Neutral or Lawful Favoured weapon: warhammer (allowed all bludgeoning weapons) Clerics skills and powers: +1 bonus to Wisdom, free orientation skill, +2 bonus on the astronomy and knowledge of myths and legends of the giants (not free) D&D 3E Stats: Domains: Time, Law, Strength, Magic, Gravity Preferred weapon: warhammer Source: AC10

ZIRCHEV

(The Huntsman, Leug, Uatum) Protector of the Sylvan Races, Patron of Hunting

Level, Alignment, Sphere: 17th (Celestial), N, Energy Symbol: A hawk riding a wolf Portfolio: Sylvan races, animals, survival, tolerance, magic, nature, outcasts, hunting Worshipped in: Known World (Karameikos, Darokin, Thyatis), Alphatia, Savage Coast (Robrenn, Jibar), Isle of Dawn, Davania, Hollow World (Neathar and Traldar lands, Milenia) Appearance: a well-muscled hardened hunter with a charming look, clad in mimetic hunting clothes (green and brown) and with a longbow on his shoulders, usually accompanied by a group of sylvan creatures or tamed beasts. History: During his mortal life, Zirchev was a Traldar mage trained in the arcane arts by the wisest of the Hutaakans whom he served as apprentice. Since he earned his freedom, he became friend of the sylvan creatures, including the mysterious Vyalia elves, and started to act as patron of the sylvan races and keeper of the woodland areas of the Traldar Kingdoms, therefore earning the nickname of "Huntsman". When the gnolls invaded Traldar, Zirchev answered King Halav's call to arms and allied with him to defend the Traldars from the humanoid horde about to bring mayhem in their region. Zirchev became Halav's court mage and advisor, and together with Petra they came up with a successful strategy to hold the gnoll invasion and avoid utter destruction, thanks to the King's and Queen's armies and to Zirchev's band of powerful sylvan creatures. After the final epic battle where the gnoll warleader perished, Zirchev recovered Halav's corpse and brought it to Petra for raising him. After that, the trio split

to pursue individual goals. Zirchev succeeded in earning immortality after he completed the path of the Paragon under Ilsundal's sponsorship in BC 870 (he created the fabled Eye of Traldar and the magic site called Haven, and was acknowledged as the most powerful wizard of the area also by his long time friends, the Vyalia elves). Only then did he discover that Halav and Petra had become immortals too, and the three banded together again to become the patrons and protectors of the Traldars and their descendants, the Traladarans. Zirchev became also the patron of many sylvan races around the world (phanatons above all, who know him as Uatum, the Huntsman), animals and outcasts in general (including non-evil lycanthropes). He is also worshipped in Robrenn as Leug, patron of wisdom, tolerance and demihumans. Personality: Zirchev has always been an introvert and lonely type, and not going along with humans he ended up striking a bond with animals. He spent so much time in the woods that he also became friend with the intelligent sylvan creatures (centaurs, fey, treants, etc.) and took a liking to this kind of life. For this reason he is now a patron of outcasts and preaches tolerance and respect for the fellow being (be it a man or something else). The later Traladaran legends distorted the true facts and presented him only as a huntsman and woodsman that had the gift of taming every animal he met, making him patron of the woods. Zirchev never did anything to change this view in Traladara or among the Traldars, since he likes the portrait anyway. The Sylvan races however, have a better understanding of his real personality and goals. He has many allies, all among the nature-oriented immortals (first and foremost Halav and Petra), but only one real enemy: Ruaidhri, responsible for slaughtering a whole race of good-aligned lycanthropes (werehawks) driven by hatred. Patron: Ilsundal Allies: Halav, Petra, Ordana, Eiryndul, Faunus, Ilsundal Enemies: Ruaidhri Hawkbane Classic D&D Stats: Followers' alignment: Any; clerics must be Neutral Favoured weapon: Longbow (allowed all druidic weapons) Clerics' skills & powers: bonus Tracking and Danger Sense general skills; +2 bonus to any one skill among the following: Hunting, Survival (woods), Nature Knowledge, Stealth (woods), Animal Handling D&D 3E Stats: Domains: Energy, Animals, Magic, Hunting Preferred weapon: Longbow Source: GAZ1, HWR3, HW, DotE, WotI, SCS

ZUGZUL

(Surt, Corona) Patron of Power and War, Patron of Fire, Patron of Necromancy

Level, Alignment, Sphere: 32nd (Hierarch), NE, Energy Symbol: A burning pit Portfolio: Power, conquest, fire and fire creatures, necromancy, darkness, war, destruction Worshipped in: Ylaruam, Skothar, Davania and wherever fire giants dwell Appearance: An imposing giant clad with a heavy red robe, with bronze skin and flaming eyes, his head completely shaven and tattooed with strange runes, wearing a golden

amulet and gold bracelets and with a flaming double axe on his belt. He usually travels on a chariot pulled by two fire salamanders. History: LIKELY THEORY: Zugzul is one of the most ancient living immortals, and like Ixion and Thanatos he doesn't remember or simply doesn't want to speak of his origins. He was always obsessed by the power of fire and the negative energies, and he is in constant competition against Ixion to rule the sphere of Energy. However in all these centuries he was never able to overthrow the ruling hierarch of Energy, and this burns him even more than any magical flame. During the course of the millennia he tried very hard to expand his influence over the mortals, with devastating results for Mystara. His first attempt at creating a cult among the giants of Mystara aimed at reducing the influence of the sphere of Matter over them. He descended on Mystara using the mortal ID of a giant named Surt and soon he became the leader of an entire clan using both brute force and making promises to claim the better and richer lands of the southern giants with the power of fire. Thanks to his superior knowledge and magic, Surt revealed to his followers the secret of metallurgy and crafted better weapons and armours for his warmongering clan. Surt's love for fire soon ignited all his followers, who started practicing mystical rituals to strengthen their bodies through fire. Finally he led his fiery army against the southern giants, challenging the rulership of the storm giants and beginning a long and disastrous civil war. After two centuries the civilization of the giants fell in its darkest age and surviving the giants scattered to the four winds. Surt's descendants gradually became the fire giants, while other clans became the modern cloud giants (followers of Brom) and the frost giants (followers of Hel). After this coup, Zugzul tried to cast his shadow over the human populations without coming directly in the Prime, and he got the favour of the Afridhi. In short time, he led the Afridhi to threaten the Thonian supremacy in Skothar, but Blackmoor's swift and unforeseen ascension ruined his plans. The Afridhi were badly beaten by the new Blackmoor Empire and were pushed out of its borders. Zugzul's cult remained in power in the Afridhi civilization until the Great Rain of Fire obliterated them as well as many other races. Afterwards Zugzul focused his attention on the rising Nithian Empire, where he was worshipped as Corona. There he started eroding Rathanos's and Pflarr's base of faithful, and later he allied secretly with Thanatos to corrupt the Nithian clerical hierarchy in exchange for power and knowledge over death and the dead. The Magian Fire Worshippers switched almost

completely their worship from Rathanos to Corona and this contributed to bring the downfall of the Nithian Empire. His cult was never completely forgotten by the descendants of the Nithians and he's still worshipped by the deranged Magians in Ylaruam. Personality: Zugzul is hungry for power and not much inclined to follow the immortal's code of conduct. He always tries to break the rules without getting framed, and since he's so cunning and clever, most of the times he succeeds (his greatest plot was conspiring with Thanatos and Ranivorus to bring Nithia's downfall without being blamed for it). He is also particularly obsessed by the rough power that lies in the elements, and he has based his philosophy on the worship of Fire and Shadow (his name in Afridhi means indeed Dark Fire or Chill Fire). He has also been fascinated by the dark side of life, that is undeath and necromancy, and his partnership with Thanatos only reinforced this aspect of his personality. He considers Rathanos more an embarrassing taunt organized by Ixion at his expenses than a real rival in fire magic, and he's always been an enemy of Protius (since the two represent the two opposed elements). Although he continues to operate to further Energy's goals, his methods have always alienated him Ixion's support, and the ruling hierarch considers Zugzul a dangerous rival that could move the universal balance on Entropy's side if he were to take his seat. Finally, he counts among his enemies the immortals Brom (patron of the cloud giants, Brom has not forgotten Surt's part in destroying the giant civilization) and Thor (another deity who despises Zugzul's philosophy and his control over the evil fire giants). Patron: Unknown (probably nobody) Allies: Only occasionally a secret ally of Thanatos Enemies: Ixion, Protius, Brom, Rathanos, Thor Classic D&D Stats: Followers' alignment: Neutral or Chaotic; clerics must be Chaotic Favoured weapon: Battleaxe (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Constitution, resist fire power free (3 times a day), +2 bonuses to necromancy and arcane spellcraft skills. D&D 3E Stats: Domains: Energy, Evil, Fire, Death, War Preferred weapon: Battleaxe Source: DA4, AC10, GAZ2, GAZ4, GAZ7

Immortals not active on Mystara


BUGLORE
Patron of the Formians, Protector of Plants and Insects
Level, Alignment, Sphere: 9th (Temporal), LN, Matter Symbol: a green ant seen from above Portfolio: insects, plants, order, protection and studio of the environment, formians Worshipped in: various outer planes Appearance: a humanoid of bright green colour about a metre and a half high, with the head of an ant, the legs of a locust, the body of an ape (with a sting and two short wings on the back) and two human arms. History: PROBABLE THEORY: during his mortal life, Buglore was an Emerondian that lived in the northern forests of Davania. Expert of insects and plants, he was one of the first and wisest student and xeno-manipulators (a sort of mage able to manipulate plants and animals for also obtaining living crosses between the two kingdoms) of the kingdom of Emerond, but his thirst for knowledge took him to also travel outside of his homeland, using his arts for hiding among the other races and not arousing too much attention. During these explorations he was to know of new species of plants and insects, as well as of natural and

magical methods for growing and moulding them which until that moment were unidentified, recording all he found out in what much later would become the Natural Code, a fundamental text in the Emerondian culture. Little by little as his knowledge advanced, he also realised that his experiments and his research were blessed by his patron, Terra, and his curiosity took him finally to the outer planes, where he found himself face to face with the Immortal for finding answers to her questions. Appreciating the determination and the intelligence of Buglore, Terra proposed to him the making of an invasive experiment, attempting to live the life of his favourite insects for finally understanding their rhythms and secrets. It was thus that Buglore was reincarnated first as an ant, then as a bee and afterwards as a locust, and all the time he was able after a careful study to save the communities of insects of which he was part from an external threat, successfully protecting the queen. After which, Terra permitted him to return to Emerond to complete his studies, and he finished writing the Natural Code, later creating an enormous tree for keeping all the volumes of his immense work inside. So Terra recalled him to herself and gave him the task of scouring the plane of the formians and help to found their order, saving them from the creeping anarchy that was bringing an end to their culture. On the strength of his experience and of his different powers, after a century of effort Buglore succeeded to mould the new generation of the formians with rules similar to those of the societies of ants and bees, in which everyone has a determined role and all are led by the queen, becoming a sort of Immortality for them. It was at this point, around the II century BC, that Terra then revealed that he was worthy of entry among the Immortals of Matter. From that moment Buglore became the patron of the formians, as well as the protector of plants and insects, and passionately continues to study the ecosystems present in the various worlds of the Multiverse, looking for a common formula to all those which hold back evolution. To his followers he preaches the respect and the protection of the environment, and in particular of their most precious and unprotected inhabitants, or the plants and the insects, which forms the first path of the chain, without whom the rest of nature could not exist. Buglore is a rather rigid Immortal in his way of viewing things and is evasive in his relations with others (mortals and Immortals), but at the same time he doesnt lose any occasion to seek to always expand his knowledge and answers to his inquisitive research about his field or to question those that have demonstrated great wisdom or informed him about certain topics, thus demonstrating that he is not as snobbish or pretentious as he seems at first sight. Buglore is a fan of order and of the sense of belonging to a community, and belief that everyone must do their best for making the system function. For this he is often used by Immortals of Matter for the most disparate tasks, without ever moaning about the assignments he receives. Given his nature moreover, he has no particular enemies or even allies, to the fury of Terra, who has for him a sort of protective maternal affection. Patron: unknown [presumed: Terra] Allies: Terra Enemies: none Classic D&D Stats: Alignment of followers: Lawful or Neutral

Favoured Weapon: none (allowed all weapons made with wood, stone or bone) Clerics skills and powers: +2 bonus to all the skills relating to the knowledge and treatment of plants. The clerics of Buglore can add 1st level druid spells to their spell list. D&D 3E Stats: Domains: Matter, Law, Plant Preferred Weapon: quarterstaff Source: IM3

ELEMASTER, AIR
Patron of all Elemental creatures of Air
Level, Alignment, Sphere: 32nd (Hierarch), N, Thought Symbol: An azure circle Portfolio: Protecting the Elemental Plane of Air and aerial creatures Worshipped in: Elemental Plane of Air and some outer planes Appearance: A colossal androgen humanoid (around 20 feet tall) made of air, clouds and lightning. History: The current Air Elemaster is an elemental that found the way to become immortal in the dawn of times, asserting his rule over the Elemental Plane of Air to grant balance and stability inside that plane. Nobody knows whether he was sponsored by another immortal or not (and he is not telling anybody), not even the ancient immortals can testify it, although they assert he's been holding this position as far as they remember. Aside from his home plane and a few outer planes aligned with Thought and filled with airborne creatures, he does not care about the existence of other creatures or other planes of existence, and for this reason his cult is not present on Mystara. Personality: Like all Elemasters, he is a Neutral being that rules his subjects leaving them a great degree of freedom. He leaves the day-to-day administration of the various regions of the Elemental worlds to the many nobles in his court, which has a pyramid-like organization, and he prefers to concentrate on the extraplanar relationships with other immortals and Elemasters. He tolerates the infighting and the occasional intraplanar wars among its nobles, as long as this does not threaten the overall stability of the plane. For this reason he alternates long periods of silence to periods of constant edicts and iron fist policy. As much as all other elemasters, he does not like to share his position with power-hungry nobles and for this reason he hinders any possible attempt at challenging his rule over the Plane of Air. This paranoia goes up to the point of preventing any of his subjects to discover the path to immortality and become immortal, for fear of being replaced (since he knows there can be only one Elemaster for each element to maintain balance in the Multiverse). The Air Elemaster is biased by his own nature to be friendly with the immortals of the sphere of Thought, and he is a loyal ally of Odin, lord of skies and storms, while he opposes the Elemaster of Fire because of the laws of elemental opposition. Patron: Unknown [likely: none] Allies: Odin Enemies: Fire Elemaster Classic D&D Stats: Followers' Alignment: Any Favoured weapon: Natural weapons (allowed all ranged and thrown weapons)

Clerics' skills and powers: +1 bonus to Intelligence, +2 bonus to three general skills related to knowledge or air (not free) D&D 3E Stats: Domains: Thought, Air, Knowledge, Gravity, Storm Preferred weapon: Natural weapons (slam) Source: Immortal set

ELEMASTER, EARTH
Patron of all Elemental creatures of Earth
Level, Alignment, Sphere: 32nd (Hierarch), N, Matter Symbol: A brown circle Portfolio: Protecting the Elemental Plane of Earth and earthbound creatures Worshipped in: Elemental Plane of Earth and some outer planes Appearance: A colossal androgen humanoid (around 20 feet tall) made of earth, rocks and stone History: The current Earth Elemaster is an elemental that found the way to become immortal in the dawn of times, asserting his rule over the Elemental Plane of Air to grant balance and stability inside that plane. Nobody knows whether he was sponsored by another immortal or not (and he is not telling anybody), not even the ancient immortals can testify it, although they assert he's been holding this position as far as they remember. Aside from his home plane and a few outer planes aligned with Matter and filled with airborne creatures, he does not care about the existence of other creatures or other planes of existence, and for this reason his cult is not present on Mystara. Personality: Like all Elemasters, he is a Neutral being that rules his subjects leaving them a great degree of freedom. He leaves the day-to-day administration of the various regions of the Elemental worlds to the many nobles in his court, which has a pyramid-like organization, and he prefers to concentrate on the extraplanar relationships with other immortals and Elemasters. He tolerates the infighting and the occasional intraplanar wars among its nobles since it's useful to limit the power of the most powerful nobles, as long as this does not threaten the overall stability of the plane. For this reason he alternates long periods of silence to periods of constant edicts and iron fist policy. As much as all other elemasters, he does not like to share his position with power-hungry nobles and for this reason he hinders any possible attempt at challenging his rule over the Plane of Earth. This paranoia goes up to the point of preventing any of his subjects to discover the path to immortality and become immortal, for fear of being replaced (since he knows there can be only one Elemaster for each element to maintain balance in the Multiverse). The Earth Elemaster is biased by his own nature to be friendly with the immortals of the sphere of Matter, and opposes the Elemaster of Water because of the laws of elemental opposition. However, he does not like the ruling Hierarch of Matter, since Terra was once one of his subjects and he does not forgive her for surpassing him. He is afraid that Terra could one day assume power over his homeplane or sponsor the ascension of an elemental to replace him. In order to avoid an open feud between the Hierarch of Matter and the most powerful lord of elemental earth, Terra has acknowledged to never enter his homeplane and has instructed his own relative Land, whom she sponsored to immortality, to remain there serving under the Earth Elemaster. The Earth Elemaster has given Land the

duty to protect the Plane of Earth from immortal intrusions and from invasions from other planes, but he keeps two open eyes to oversee his movements, not trusting him completely. In fact, he even went so far as sponsoring another earth elemental, Ground, to higher status, hoping the two would eventually come into conflict and annihilate one another. Unfortunately, his plan went awry when Ground was killed some years ago by a group of marauding high level mortals from the Prime. His only ally against Terra and Land now is N'grath, the Lord of Hordes, whom he sponsored to immortality millennia ago and has always obeyed his commands, albeit a bit coldly. In truth he does not know that even N'grath has plans of his own for the future of the Elemental Plane of Earth and is perhaps his most powerful enemy, a wolf in sheep's hide. Patron: Unknown [likely: none] Allies: Land, Terra (although he distrusts them a bit) Enemies: Water Elemaster, N'grath Classic D&D Stats: Followers' Alignment: Any Favoured weapon: Natural weapons (allowed all bludgeoning weapons) Clerics' skills and powers: +1 bonus to Constitution, +2 bonus to three general skills related to building or earth (not free) D&D 3E Stats: Domains: Matter, Earth, Strength, Protection, Fertility Preferred weapon: Natural weapons (slam) Source: Immortal set

ELEMASTER, FIRE

Patron of all Elemental creatures of Fire

Level, Alignment, Sphere: 32nd (Hierarch), N, Energy Symbol: A red circle Portfolio: Protecting the Elemental Plane of Fire and fire creatures Worshipped in: Elemental Plane of Fire and some outer planes Appearance: A colossal androgen humanoid (around 20 feet tall) made of fire and hot magma History: The current Fire Elemaster is an elemental that found the way to become immortal in the dawn of times, asserting his rule over the Elemental Plane of Fire to grant balance and stability inside that plane. Nobody knows whether he was sponsored by another immortal or not (and he is not telling anybody), not even the ancient immortals can testify it, although they assert he's been holding this position as far as they remember. Aside from his home plane and a few outer planes aligned with Energy and filled with fire creatures, he does not care about the existence of other creatures or other planes of existence, and for this reason his cult is not present on Mystara. Personality: Like all Elemasters, he is a Neutral being that rules his subjects leaving them a great degree of freedom. He leaves the day-to-day administration of the various regions of the Elemental worlds to the many nobles in his court, which has a pyramid-like organization, and he prefers to concentrate on the extraplanar relationships with other immortals and Elemasters. He tolerates and actually likes watching the infighting and the occasional intraplanar wars among its nobles, as long as this does not threaten the overall stability of the plane. For this reason he alternates long periods of silence

to periods of constant edicts and iron fist policy. As much as all other elemasters, he does not like to share his position with power-hungry nobles and for this reason he hinders any possible attempt at challenging his rule over the Plane of Fire. This paranoia goes up to the point of preventing any of his subjects to discover the path to immortality and become immortal, for fear of being replaced (since he knows there can be only one Elemaster for each element to maintain balance in the Multiverse). The Fire Elemaster is biased by his own nature to be friendly with the immortals of the sphere of Energy, and he is a loyal ally of Rathanos and Ixion, fire-loving immortals, while he opposes the Elemaster of Air because of the laws of elemental opposition. The immortal Zugzul has tempted him in the past and offered him his support in exchange for his help against Ixion, but so far the Fire Elemaster has always remained a staunch ally of the ruling Hierarch of Energy. Patron: Unknown [likely: none] Allies: Rathanos, Ixion Enemies: Air Elemaster Classic D&D Stats: Followers' Alignment: Any Favoured weapon: Natural weapons (allowed all slashing weapons) Clerics' skills and powers: +1 bonus to Charisma, +2 bonus to three general skills related to magic or fire (not free) D&D 3E Stats: Domains: Energy, Fire, Sun, Magic, Illusion Preferred weapon: Natural weapons (slam) Source: Immortal set

and iron fist policy. As much as all other elemasters, he does not like to share his position with power-hungry nobles and for this reason he hinders any possible attempt at challenging his rule over the Plane of Water. This paranoia goes up to the point of preventing any of his subjects to discover the path to immortality and become immortal, for fear of being replaced (since he knows there can be only one Elemaster for each element to maintain balance in the Multiverse). The Water Elemaster is biased by his own nature to be friendly with the immortals of the sphere of Time, and he is a loyal ally of sealoving Protius, while he opposes the Elemaster of Earth because of the laws of nature that make Water and Earth opposing elements. Patron: Unknown [likely: none] Allies: Protius Enemies: Earth Elemaster Classic D&D Stats: Followers' Alignment: Any Favoured weapon: Natural weapons (allowed all piercing weapons) Clerics' skills and powers: +1 bonus to Wisdom, +2 bonus to three general skills related to healing and water (not free) D&D 3E Stats: Domains: Time, Water, Healing, Sea, Cold Preferred weapon: Natural weapons (slam) Source: Immortal set

KERSY

ELEMASTER, WATER

Patroness of Witchcraft and Charms

Patron of all Elemental creatures of Water

Level, Alignment, Sphere: 32nd (Hierarch), N, Time Symbol: A blue circle Portfolio: Protecting the Elemental Plane of Water and water creatures Worshipped in: Elemental Plane of Water and some outer planes Appearance: A colossal androgen humanoid (around 20 feet tall) made of water and ice History: The current Water Elemaster is an elemental that found the way to become immortal in the dawn of times, asserting his rule over the Elemental Plane of Water to grant balance and stability inside that plane. Nobody knows whether he was sponsored by another immortal or not (and he is not telling anybody), not even the ancient immortals can testify it, although they assert he's been holding this position as far as they remember. Aside from his home plane and a few outer planes aligned with Time and filled with water creatures, he does not care about the existence of other creatures or other planes of existence, and for this reason his cult is not present on Mystara. Personality: Like all Elemasters, he is a Neutral being that rules his subjects leaving them a great degree of freedom. He leaves the day-to-day administration of the various regions of the Elemental worlds to the many nobles in his court, which has a pyramid-like organization, and he prefers to concentrate on the extraplanar relationships with other immortals and Elemasters. He tolerates the infighting and the occasional intraplanar wars among its nobles, as long as this does not threaten the overall stability of the plane. For this reason he alternates long periods of silence to periods of constant edicts

Level, Alignment, Sphere: 10th (Temporal), CN, Matter Symbol: a pair of feminine eyes with long lashes Portfolio: magic, witchcraft, charms, egocentricity, enjoying life Worshipped in: outer plane of Old Alphatia Appearance: a most beautiful, milky skinned woman, with a head of hair of long raven hair, languid and sensual, amber coloured eyes, dressed in a long tunic of white silk that shows her form. History: PROBABLE THEORY: the history of Kersy is absolutely unique among those of Immortals and is inseparably linked to the rise of Koryis. In fact it was during the path of the Epic Hero that Koryis arrived in a little known outer plane with the intent of purifying himself before facing the last test that would finally take him to Immortality. According to the legend, whoever had slept in this plane linked to the Sphere of Matter, could then drive from his soul any thoughts contrary to his nature. Koryis meant therefore to remove from his soul all the aggressive and chaotic tendencies that until now he had controlled and hidden, in a way to be able to face the last trial without danger of yielding to his instinct. It was only the morning following, after a restless night populated by many strange dreams, that Koryis awoke and found himself next to a most beautiful nude woman stretched out on his bed. Bewildered, he thought that he was dealing with some demon that had arrived during the night to tempt him, and immediately tried to dispel it; but when she opened her eyes and addressed him, both knew that a miracle had happened. The woman was Kersy (the feminine form of the name Koryis in Alphatian), the incarnation of the more chaotic, egocentric and dangerous thoughts of Koryis, and represents his dark side in the most insidious form for Koryis, the female. Kersy

understood well what had happened, and began to trick Koryis trying to calm him and attract him to between her arms, knowing well that this was the fantasy of his twin soul. But Koryis, who had really been freed from all his anxieties thanks to the sleep, wasnt tempted, and instead asked the woman to not leave the grotto until his return. After dressing and having given her clothes to cover herself, Koryis used his powers for supplying food and water in abundance, and to summon friendly creatures to protect and watch her in his absence, while he left to finish his epic quest. Kersy didnt waste time, and in few days thanks to her incredible persuasive gifts had already convinced her keepers to follow her orders. The creatures was obviously disorientated, given that Kersy possesses the same vital energy as their summoner, and so they had to obey the woman, who was able to leave the outer plane and arrived on Old Alphatia in the last decade before its destruction. Here she became the concubine of a powerful archmage, and from him learnt all the secrets of the magic of charming, gaining the fame of a dangerous witch however charming. In her mind only one objective was important: to again find Koryis (her lost half) and bend his will, making him become her slave and lover. It was thus that she very quietly arrived at the court of Alphas IV (the future demon Alphaks), and became one of his lovers. With the passing of time and the escalation of the rivalry between the Followers of Air and of Fire, Kersy knew that Old Alphatia was heading towards civil war, and tried to advise Alphas using her enchantress arts on him to stem the diatribe before it was too late. It was also because of her that Alphaks sanctioned the end of the philosophical contest between the two alignments, declaring arbitrarily the winner the faction of the Fire that he supported. This was the final straw, and that changed an academic question into a true and proper magic war of global scope. Old Alphatia was destroyed and Kersy fled among the outer planes, escaping the disaster and the vengeance of the mad Alphaks. Shortly afterwards, suddenly something changed within of her, and she knew that she had become Immortal. When she sought to understand why, Koryis appeared before her and explained things: he had completed his journey, and was now an Immortal. Given that his life essence was bound to that of Kersy, she also immediately changed, and was now linked to the opposite Sphere, that of Matter. Unluckily for her, Kersy didnt have a patron that could protect and instruct her, or even the possibility of claiming a home plane. She therefore decided to remain hidden from the various Immortals, and of continuing to live indulging her pleasures and wander the outer planes, without ever forgetting that her objective was to get Koryis to swear eternal fidelity to her. However, just for the extreme contrast between the two characters, Koryis always refused to help or humour Kersy, and she ended living on the Isle of Paradise, a flying continent of the plane of Old Alphatia, attracting travellers and making them her own servants, and protecting herself and her island thanks to her great magic powers, in expectation of the right moment for conquering the soul of Koryis. Kersy is a very shy Immortal, who normally tries to not show her own powers. She does not even possess a manifestation form, but is imprisoned in the mortal form that she had at the moment of the ascension of Koryis, precisely that of an attractive, young Alphatian woman. However her essence is Immortal, and therefore she doesnt age and is much more resistant of the common mortals. Can also draw to her

Immortal power for creating any magic effect, but for not being discovered she prefers to use her powers of Alphatian magic and not meddle in the affairs of the Immortal. Only Koryis knows her true history and objectives, but he constantly keeps clear of her as if he is afraid of her, even if he doesnt begrudge using powerful emissaries to study the affected and protect her, in the fear that any harm brought to her could then also affect him. Patron: none Allies: none Enemies: none Classic D&D Stats: Alignment of followers: any Favourite weapon: none (allowed all small weapons) Clerics skills and powers: Kersy does not have clerics D&D 3E Stats: Domains: Matter, Chaos, Magic, Persuasion Preferred weapon: dagger Source: M1

LAND

Level, Alignment, Sphere: 21st (Empyreal), LN, Matter Symbol: A stonewall Portfolio: Earth elementals, order, strength, protecting the Elemental plane of Earth Worshipped in: Elemental Plane of Earth Appearance: A huge headless humanoid made of rocks, earth and soil. History: LIKELY THEORY: Land was an earth elemental from the plane of Earth who descended directly from Terra's lineage. Due to his fealty and devotion to his old ancestor, Terra took a special interest in Land and tried to lead him through the path to immortality. Knowing that the Elemaster of Earth would have been greatly offended by this act, she convinced Land to swear loyalty and eternal servitude to the Elemaster before embarking on the path of the Polymath, and this pleased the ancient immortal. After Land attained immortality (in the era of the Blackmoorian rise on Mystara), the Elemaster immediately grabbed the opportunity to remember his oath, and from that moment Land has served two masters: Terra and the Elemaster of Earth, following the orders of both. He is thus in a difficult position, always obliged to mediate between the two parts without betraying any of them. He's the ultimate defender of the earth elementals and is in charge of guarding the plane of earth against planar interference of any kind, a duty he performs with the outmost efficiency and even bouts of sadism. Patron: Unknown [likely: Terra] Allies: Terra, Elemaster of Earth Enemies: Elemaster of Water Classic D&D Stats: Followers' alignment: Lawful or Neutral Favoured weapon: Natural weapons (allowed all bludgeoning weapons) Clerics' skills & powers: +1 bonus to Strength, free general skill Endurance D&D 3E stats: Domains: Matter, Law, Earth, Strength Preferred weapon: Natural weapons (slam)

Patron of Earth Elementals, Guardian of the Elemental Plane of Earth

Source: IM2

LUCA
Patroness of the Proteans
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Preferred weapon: natural weapons (crush) Source: IM3

MAZIKEEN
(Maziburg Keengror, Mazikeena, Stirpicore the Snake-Shaped) Patron of Magic and Magical Research
Level, Alignment, Sphere: 13th (Celestial), N, Energy Symbol: a cubic labyrinth Portfolio: magic and magical research, magical constructs Worshipped in: his 24 outer planes Appearance: a humanoid of about 1.60m with four arms, that allows him to manipulate more objects at the same time. His build is slender, a square face and with greased and ungroomed, long black hair. His head is disproportionably large due to the dimensions of his brain; his spine and neck are curved because of the weight of his head. History: in his mortal life, Mazikeen served as court mage to various tyrants and rulers of a by now vanished world, everyone of which died passing him on to their successor. Mazikeen was very happy of serving whoever, until the fee for continuing his research was called excessive. He would never have reached Immortality without the guidance of his patron, Pharamond. Succeeding instead in his task creating in the I century BC the Cubic Labyrinth of the Six Planes, an innovative artefact whose only creation formed his Test, Task and part of the Testimony (seeing that in the part of the universe were talking about he was the unquestioned lord of magic). Later Mazikeen concentrated his attention on the outer planes that he controlled, starting to create new races and cultures as experiments for verifying the relations between the development of magic and social and technological progress. Convinced by the accusation of Pharamond regarding the prejudice of the celestial hierarchy against the Immortal candidates not belonging to the Prime Material, dedicating himself body and soul to the cause of Pharamond, conducting experiments in the outer planes for finding new candidates for Immortality. Only when he worked out that Pharamond had manipulated him and had violated many Immortal laws Mazikeen found the strength to abandon his patron, thus ending up victim of the revenge of Pharamond, even if he was then able to save himself thanks to the intervention of other Immortals some years ago. Despite being a brilliant and original individual, who never looks for the simplest and straightforward solution, Mazikeen is terribly introverted and socially inept, lacking the ambition and aggressiveness of which the majority of the Immortals have required to be successful. Because of his timidity and sense of fragility, he is extremely nave and can be easily betrayed when trying to get the approval of someone else; for this Mazikeen has remained largely under the dominant influence of Pharamond (towards who he anyhow today not show any sense of revenge). The real fixation of Mazikeen nevertheless is magic and invention: without any for power, wealth, or the defence of justice, he only wishes to play with the laws of the universe and carrying forward his crazy experiments. On one side he sincerely believes that the universe is completely predictable in its nature, and on the other his only objective in life is subverting the same laws of the universe. Patron: Pharamond Allies: none Enemies: none

Level, Alignment, Sphere: 12 (Temporal), N, Time Symbol: an ochre coloured amoeba Portfolio: life, proteans, origin of the cosmos Worshipped in: Astral and Outer Planes Appearance: a great ochre coloured amoeboid creature deprived of a clear nucleus and of sensory organs, but equipped with many pseudopods that extend and withdraw at will from the central body. History: PROBABLE THEORY: Luca is the most atypical among all existing Immortals. She named herself with an acronym that she chose and stands for Last Universal Common Ancestor. Indeed Luca had originated as a very common cell at the dawn of the Multiverse, even if none know exactly in which plane (although the Immortals ruled out her being from of the Prime and assume she must have originated from an Outer Plane or from the Astral). After centuries of life, probably exposed to some type of magic fields, the cell changed and became sentient. When she was able to reason, she began to ask questions on the meaning of her existence, and went in search of her original creator. This research was probably helped by an Immortal (even if none has ever confirmed his involvement), since she ended with the acquisition of divine powers and ascension in the Sphere of Time during the prehistory of Mystara, after which she finally succeeded to give life to her own breed, the frightening Proteans and to favour their dispersion in the Multiverse. Since becoming Immortal Luca was never interested in the affairs of the Prime, limiting her interventions to the Outer Planes and to the Astral, and prefers drifting in incorporeal form among the planes for watching the evolution of life and discovering other cells originally like her, possibly in search of her own kind or of the secret of the birth of the Multiverse. Rarely using her own manifestation form, created with the only aim of interacting with the material form of the cosmos. The peculiarity of Luca is that her power derives from the ability of drawing from the vital force present in all the cells that descend from her, which allows her to keep her Immortal status without however having any true and proper followers (given the more instinctive rather than rational nature of the proteans). Luca is patroness of life in the largest sense of the term, and her objective is the spread of her child cells in all the possible environments, until engulfing and absorbing all the other forms of existing life, as well as the quest for the unleashed cause that has given life to the Multiverse and to her kind. Luca is not interested in individual beings, nor does she have any rapport of alliance with other Immortals, given that she always keeps away from plots and intrigues preferring to act alone. Her pre-eminent enemy is Thanatos (more for epistemological contrast than actual), who represents the total negation of all life. Patron: unknown [probably none] Allies: none Enemies: Thanatos Classic D&D Stats: Alignment of followers: any Favoured weapon: none Clerics skills and powers: Luca doesnt have clerics D&D 3E stats: Domains: Time, Protection

Classic D&D Stats: Alignment of followers: followers and clerics can have any alignment Favoured weapon: none (permitted all bludgeoning weapons) Clerics skills and powers: +1 bonus to Intelligence, +5% bonus to any magical research D&D 3E stats: Domains: Energy, Magic, Knowledge Preferred weapon: Light hammer Source: IM3

Enemies: Earth Elemaster, Land Classic D&D Stats: Alignment of followers: Lawful or Neutral Favoured weapon: fist (permitted all bludgeoning weapons) Clerics skills and powers: +1 bonus to Strength, free resistance skill D&D 3E stats: Domains: Matter, Law, Evil, Earth, Strength Preferred weapon: natural weapons (fist) Source: IM1

NGRATH

QYWATTZ

Patron of the Hordes

Patron of the NehThalggu, The Great Devourer


th

Level, Alignment, Sphere: 28 (Eternal), LE, Matter Symbol: a swarming heap of stone insects Portfolio: horde, power, strength, conquest, slyness Worshipped in: Elemental Plane of Earth Appearance: an enormous heap of insect-like stone creatures that extends for about a hundred metres. History: PROBABLE THEORY: Ngrath is an extremely ancient being, the first example of horde that appeared in the plane of Earth. The Lord of that plane studied their properties and evolution and when he understood that the hordes could reveal much profit for the expansion of the plane of Earth, he favoured their growth until, to control him, he decided to personally sponsor the rise of Ngrath among the Immortals, in a way of being able to directly control the only mind that controlled the collectivity of the horde (and for having an Immortal ally to use against Terra, who had recently ascended, in the case she was revealed as a dangerous rival). After his rise Ngrath has long been a faithful aide of the Lord of the Earth, until Land became Immortal. This fact has slightly shaken the belief of Ngrath, who until that moment had been considered pre-selected, the only one to have achieved Immortal status other than his lord and the renegade Terra. After having seen that also Land and Urtson (sponsored by the latter) had succeeded in the task and enjoyed greater freedom, Ngrath began to brood in his soul a sense of oppression and envy in the struggles of the Earth Elemaster (who now has him absolutely side by side with Land!), convinced that these had always betrayed him and used him as a servant (although powerful) rather than his equal (and in effect was just like that). In the last centuries Ngrath has therefore cleaned up a network of conspirators for attempting to supplant the Lord of the Earth and become the new dominator of that plane, clinching an alliance with the minor elemental lords and placed at the same time in the ear of his lord the seed of the possible betrayal on the part of Land (who after all had been supported by Terra), who instead has always faithfully served him and could reveal an obstacle on his road. Now he is only waiting for the opportune moment to rebel. Ngrath is a Machiavellian and heartless being, animated by a desire of extreme power. However he is also patient and calculating, and only makes his move at the opportune moment without risking nothing. [Note: during IM1 Ngrath tried to usurp the Lord of the Earth and the actions of the PC Immortals determined the results of his deeds.] Patron: Earth Elemaster Allies: none

Level, Alignment, Sphere: 20th (Empyreal), NE, Thought Symbol: a mass of purple boils Portfolio: nehthalggu, knowledge, power, deceit Worshipped in: Astral Plane, Nightmare Dimension and anywhere there are nehthalggu communities Appearance: a purple mass formed of cerebral matter from which emerge long pseudopods, whose wriggling allow him to move; and who communicates telepathically. History: PROBABLE THEORY: a member of an ancient race of explorers originating from the Nightmare Dimension, Qywattz was particularly thirsty for knowledge that he would sacrifice anything on the altar of his quest, in the desperate attempt to understand the secrets of Immortality. His desire of knowledge was transformed into a limitless voracity, to the point that gathering the testimonies and the writings of ancient cultures were no longer enough for him. In his haunted mind he began to make room for the idea that in order to discover the secret of the Immortals it would be necessary to have access to the direct experiences and memories of every living creature. So he began to hunt the more erudite beings of the outer planes, and came up with the idea of removing the brains in order to conserve them, creating a magical connection between the brains and his own mind so that in the end he would acquire all their wisdom. His library of brains was always getting larger, but Qywattz knew that he would not be able to carry out this task by himself. So he created a servitor race that he called NehThalggu (creatures with a vaguely spherical body full of humps, with a myriad of tentacles, an enormous mouth of teeth, four eyes and six crab legs, capable of saving the devoured brains in some dorsal sacs, absorbing the memories and abilities of the victims, and for this were called braineaters by the Mystarans) and instructed his flunkies at the end of gathering as many brains as possible to hand over to him. This attracted to Qywattz the attention of some particularly preoccupied Immortals, and the powerful Ouranos, after having assisted in the total destruction of one of the more peaceful and wise races of the outer planes of which he was patron, was brought to the presence of Qywattz, in his fortress of JawwagUf in the middle of the Astral, to explain his (forlorn) actions towards the (forlorn) creatures. Here however Ouranos fell into the trap set by Qywattz, who up until that moment had provoked disasters in the outer planes with the deliberate intention of attracting an Immortal in his castle. Ouranos was imprisoned with an ancient ritual in a minidimension, and isolated from the rest of the Multiverse he was slowly deprived of his powers that flowed instead within Qywattz. Finally Ouranos vanished, and Qywattz having absorbed sufficient power and information by himself became an Immortal of Thought

(seeing that this is the Sphere that dominates the Astral Plane in which the transformation took place). However, in fear that his subterfuge was discovered and that the Immortals could harm him, Qywattz prefers to barricade himself in the open area, the Astral, establishing his abode in the depths of his fortress. His nehthalggu followers with the passing of the centuries converted the castle renaming it the University of JawwagUf, and continuing their mission of gathering other knowledge in any form, amassing it in the university and making it accessible in this way to the ravenous Qywattz. Qywattz is able to manifest in the dreams of his faithful where ever they are, and is constantly linked to their brains, thus enhancing his perception of the Multiverse. But his hunger was never placated, and for millennia sought a way for transcending Immortality to become eternal, for finally emerging from his hideaway and revealing to the Immortals his real power. For this the nehthalggu roam all the Multiverse and the other known dimensions to search for new information and brains of every sort to give to their creator. Patron: unknown [probably none] Allies: none Enemies: none Classic D&D Stats: Alignment of followers: any Favourite weapon: none (allowed all natural weapons) Clerics skills and powers: +1 bonus to Intelligence, +2 bonus to all ST vs. mind-affecting spells D&D 3E stats: Domains: Thought, Evil, Knowledge, Deceit Preferred weapon: natural weapons (crush) Source: Dragon magazine 185

URTSON

Patron of the Kryst, Patron of Diplomacy

Level, Alignment, Sphere: 12th (Temporal), LG, Matter

Symbol: twelve golden points that extend from a common centre Portfolio: order, peace, cooperation, diplomacy, mediation, kryst Worshipped in: various outer planes Appearance: a series of points of crystalline matter that appear from a common centre, arranged in a way of resembling a being equipped with many legs and a head surmounted on a neck longer than the other points, without however showing facial traits or sensory organs. History: PROBABLE THEORY: Urtson was a kryst born in the outer plane dominated by Terra. After a century of life she was brought to the eyes of her Immortal since she was able of conciliating the peace between many adverse factions thanks to her honesty and diplomacy. Terra therefore wanted to test him many times, reincarnated in other races, but always obtaining by her positive results based on to her dialogue and loyalty. It was around the XI century BC that Urtson became the first kryst Immortal of the Multiverse, and now acts as diplomat and councillor of Terra, as well as her representative for any question associated with the outer and elemental planes. Urtson is a patient being, diplomatic and extremely benevolent, the perfect mediator. Always seeking a peaceful solution and never intervening at the wrong moment. Patron: unknown [presumed: Terra] Allies: Terra Enemies: none Classic D&D Stats: Alignment of followers: Lawful or Neutral Favoured weapon: none (allowed all piercing weapons) Clerics skills and power: free general skills oratory and persuasion D&D 3E stats: Domains: Matter, Law, Good, Persuasion Preferred weapon: natural weapons (spike) Source: IM1

Immortals Vanished from the Multiverse


GROUND
(Killed by a party of high level mortals)
Level, Alignment, Sphere: Empyreal, LN, Matter Symbol: A black rock Portfolio: Earth elementals, protection, gravity Likely History: Ground was probably an immortal sponsored by the Earth Elemaster to oppose Terra. He got killed by a group of powerful adventurers during an epic battle in the plane of Earth or in some outer plane aligned with Matter. Followers' Alignment: Lawful Source: IM2

Mystara, probably during the last aeons of the Giant Era (a race he created on Mystara after the Carnifex' extinction). Some rumours want him trapped by the mysterious immortal Qywattz, creator of the neh-thlaggu, who devoured his soul to become an immortal himself. Followers' alignment: Neutral or Lawful Source: Master and Immortal sets

PAX
(Disappeared with Dimensional Vortex) Thalia inside the
Level, Alignment, Sphere: Hierarch, NG, Thought Symbol: A white dove Portfolio: Peace, tolerance, love, forgiveness, light, good, purity, harmony Followers' alignment: Lawful or Neutral Likely History: Pax was one of the elder immortals who later became Hierarch of his sphere after Grammaton's disappearance. He was the most peaceful and benign immortal among the first ones, and he was revered by mortals as embodiment of good and light. He struck up with Thalia loving her dearly, and later chose to abandon the Multiverse

OURANOS

(Probably killed and absorbed by Qywattz)

Level, Alignment, Sphere: Hierarch, LN, Matter Symbol: A mountain on a blue field filled with stars Portfolio: Perseverance, strength, hard will, building, giants Likely History: Ouranos was the most ancient of the immortals of Matter and former High Hierarch before Terra's ascension. He disappeared before the rise of the humans on

together with her, looking for a new level of existence beyond the Vortex, just as Grammaton had done millennia before him, leaving Odin in charge of the sphere of Thought. Some elder immortals believe he returned secretly from the Barrier and ascended once again as Koryis, given the great similarity between the two characters. Source: M5

URD
(Probably absorbed by Skuld)
Level, Alignment, Sphere: Hierarch, N, Matter Symbol: A black pit Portfolio: Past, history, fate, memory, birth, wisdom Followers' alignment: Any Source: Master set

THALIA
(Disappeared with Pax inside the Dimensional Vortex)
Level, Alignment, Sphere: Eternal, LG, Energy Symbol: A golden ring Portfolio: Arts, harmony, beauty, youth Followers' alignment: Any Likely History: Thalia was one of the most ancient immortals together with Ixion, Thanatos and Valerias, and was the more lawful of the Energy immortals. She associated with Pax (another hierarch of Thought) and the two were often revered as a couple in many mortal pantheons. Her interests lay in harmony, arts and beauty. One day she decided to sponsor a mortal that would have replaced her to maintain order inside Energy, and she chose Guidarezzo. In the XI century BC, she voluntarily decided to cross the Dimensional Barrier together with her lover Pax, and the two were never seen again. Her portfolio was taken up by Guidarezzo. Some elder immortals think she has returned from the Vortex and taken up the identity of Alphatia. Source: Immortal set, IM1

VERTHANDI

(Probably absorbed by Skuld)

Level, Alignment, Sphere: Hierarch, N, Time Symbol: A half-filled hourglass Portfolio: Flow of Time, time travel, fate, knowledge, balance, preserving life Likely History: Urd and Verthandi are the two Norns overseeing Past and Present respectively. Their vanishing is still a mystery, since they were among the most ancient Immortals of the Multiverse, and many Immortals think that only Skuld (the last of the three Norns still living and the one who is granting spells to their clerics) knows the truth behind the facts. Some even speculate that their disappearance is tied to the imminent fate that is awaiting the Multiverse, and that will come to pass once Skuld also fades away. Followers' alignment: Any Source: Master & Immortal sets, WotI

Immortal Candidates
The following individuals are those mortals that have been clearly shown, in the official supplements, to be currently (1003 AC) undertaking the path towards Immortality. It is reasonable that other PCs among those most powerful of Mystara are attempting to ascend the Spheres, but they arent explicitly listed in this appendix. The list shows, after the name of the character in bold, the class, level and alignment of each, the Sphere in which he is seeking Immortality and his Patron. The use of italics shows an assumption on the part of the author of this manual when nothing has been specified in the original supplements. In the description of the Immortal is the area of action of the candidate, his present and future (expected) plans and some indications on his personal history and personality, finishing with the source(s) in which further information can be found. Human Wizard 36th , CE, Energy (Pharamond) Barimoor is an expatriate wizard of Alphatia thirsty for power, who is trying the climb to Immortality on the path of the Paragon. He has created an underground colony in the area of Ylaruam and has already expanded his kingdom over two centuries, populated with elemental creatures and making the area totally unique. In order to complete his path he must still create a truly unique magical item, retrieve an artefact of the Sphere of the Energy (he is thinking of getting hold of the Celestial Planisphere, in the possession of a Makai sorcerer and well guarded) and to defeat the more skilled wizards within 160km in order to be proclaimed the most powerful by far (especially in order to avoid a ruthless competition he has

chosen not to try this path on the Alphatian continent and to emigrate to Brun). From the actual state of things, Barimoor believes that it will take another two centuries (he is a cautious, calm and calculating individual) in order to complete his plan. [GAZ2] Elf Lord (At.Cl. I), NG, Time (Ordana) Doriath was a elven adventurer who was chosen three centuries ago in order to become the King of the Alfheim. From that moment he has governed with wisdom, and with the accumulated knowledge over the course of the centuries he has uncovered the existence of the Path of the Dynast, that today he is trying desperately to follow in order to become Immortal. However he has not made much progress up to now, even if the events of the Fury of Immortals (1004-1009 AC) should make the best time for him to depart on his Quest, seeing that Alfheim will be invaded by the Shadowelves and Doriath could find himself in the position of having refound an elvish kingdom in Brun. [GAZ5] Elf Wizard 20th, N, Energy (Ilsundal) Starwatcher is the most skilled and brilliant elven wizard in all of Alfheim, a wise and eminent appreciator of all the elvish mysteries (but equally economical with information when he reveals it to others). He started on his road on the Path of the Paragon a short time ago (less than a decade) and he still very clearly doesnt know what it takes to successfully create his own kingdom, because for now he also refuses to leave

Doriath

Barimoor

Starwatcher

Alfheim and his clan (Long Runner). Probably the Shadowelf invasion and Corruption of Alfheim during the Fury of Immortals (1007 AC) will serve to rouse him and give him further motivation for bringing to a finish his goal. [GAZ5]

Mylerthendal

Hosadus (Master of Hule)

Human Cleric 36th, CE, Entropy (Loki) Hosadus is known as the Master, a clergyman of Bozdogan (Loki) who has ruled Hule for at least 400 years thanks to his deceit and astuteness. It is not known what exactly are his exact for ascension, but he shouldnt be far away from his goal. [X5, PWA3] Wizard 36 /Weretiger 21 , CE, Entropy (Thanatos) Kaladan was the leader of the sect of Alphatian wizards who secretly continued to conduct experiments to modify the initial lycanthropy stock after which it spread like a drop of oil in the empire and colonies in 400 AC. In the course of successive centuries it experimented on various alchemical preparations in order to change lycanthropy, and this has finally compromised his physical and mental stability. Kaladan now in moments of great stress is victim to unexpected and uncontrolled transformations from one shape to another in quick succession, while the only form that he is able to manage is the one of his original weretype, that of the weretiger. After having abundantly spread death and chaos through the world he has finally been contacted by Thanatos, who now is guiding him along the path of Entropy. Kaladan operates mainly in the Alphatian territories. [PC4] Fighter 36 / Thief 18 / Wizard 14 / Cleric 13 / Weretiger 36 / Werewolf 13th/ Werebat 9th/ Werebear 10th, CG, Matter (Terra) Leo is a Thyatian fighter infected with the lycanthropy of the weretiger who was already trying to become Immortal following the Path of the Polymath from 500 AC. Leo was able to gain from his patron that in each of his successive reincarnations he would experience a different form of lycanthropy, and for this now, at the end of his Objective, he can use all the powers of his different were types. Currently he can be found in Glantri in the last phase of his journey, and there is the very good possibility that in about a decade he will successfully become Immortal and patron of all species of were creatures of Mystara. Leo is extremely astute and patient, but he is also a person who tries to help anyone who is in difficulty, especially the weak and the outcast. [PC4]

Human Wizard 36th, CG, Energy (Alphatia) Mylerthendal is an extremely powerful and famous Alphatian archmage who began his journey along the path of the Paragon in around 900 AC, starting a policy of embellishment and revival of the arts in all Alphatia. He hasnt hurried in becoming Immortal and has extended his life of approximately 250 years. Because of the tragic facts at the end of 1009, when Alphatia sank beneath the waves, it is extremely probable that he wasnt able to save his life and that he hasnt been revived by the Immortals. [DotE] Kobold Fighter 30th, NE, Entropy (Hircismus) Psa'gh is a skilful kobold leader of Soderfjord who is trying to rise in the Sphere of Entropy. Helped by his shaman Tra'gh, he has been able to recover the Shining Armour created centuries ago by Kurtulmak on the instruction of his demonic Patron. Now he is using the artefact in order to lengthen his own life and to gather around himself all the kobold tribes of Soderfjord: his final intent is to deliver a massive and decisive attack against the humans of the Northern Reaches in order to revenge the losses inflicted on the kobold race in the last centuries. After that he will extend his Dominion to the rest of the humanoids tribes in order to become Immortal. His most serious problem now is that his shaman Tra'gh has become jealous of Psa'ghs power, especially inasmuch as he continues to age and to approach the death that his leader seems to be avoiding. [GAZ7]

Kaladan (The Master of Forms)


th st

Psagh

Leo Variantia
th

Travestis

th

th

th

th

Lorbellin Mulgor

Hin Master 32nd, CG, Thought (Raven) Lorbellin was an exceptional pirate, the slyest and most feared of the Sea of Dread from 980 AC to today. Famous for her quick spirit and audacity, she decided to become a Master as a result of the encounter with an exponent of this caste, and she then abandoned her piracy. In the course of succeeding years, she has come into contact with Raven, who she already revered during her years of piracy, and he has started her on the Path of the Epic Hero. She can be encountered anywhere in the Shires, even if nobody would recognize her by now. She is particularly interested in protecting the Shires from anyone trying to damage it, and since she still doesnt have a precise idea of how to continue her path towards Immortality, for now she aimlessly roams the Shires seeking inspiration while she carries out her duty of protecting the halfling. [GAZ8]

Treant 34th/ Druid 10th, CE, Entropy (Atzanteotl) Travestis is an evil treant on the path of the Sphere of the Entropy, he is intending to become the Patron of the malignant sylvan creatures and the court of the dark fairies, obsessed in particular by the idea of the corruption of nature by entropic forces. He is operating in the heart of the Forest of Canolbarth (according to the indications shown in the adventure in which he appears in PC 1, Tall Tales of the Wee Folk), and he is probably helping the shadowelves to plot against the surface elves, with the secret intent to poison the entire forest and to transform it into a twisted parody of the original behind the back of his Allies. If this happens as shown by the chronology of WotI, it is probable that Travestis successfully completes a discreet part of his journey (the Testimony) within 1009 AC, even if there are no indications about the goals that he must still achieve in order to complete his ascension. He is a great antagonist for any PC that acts in the area of Alfheim during the period of the Fury of the Immortals, an enemy who loves to act in the shadows using his ruthless followers before directly facing his weakened enemies. [PC1] Human Mage 36th, N, Energy (Razud) or Thought (Koryis) Tylari is the mother of Tylion and Empress of Alphatia before her son. She has left her duties and responsibilities to Tylion when she decided to undertake the road towards Immortality, even if there is no mention of the type of path covered or the patron to which she committed herself. She is either on the Path of the Paragon or of that of the Epic Hero, and she has probably left her motherland in order to avoid the competition of the various wizards present in the empire. [DotE]

Tylari III

Tylion IV (Terari)

Human Mage 36th, CG, Thought (SsuMa) Tylion had been Emperor of Alphatia before yielding the role to his daughter Eriadna, the current empress, after which he attempted to conquer Thyatis in 970 AC (Assault of the Spears) provoked a scorching defeat for the empire and created serious embarrassment in the Council. He has recently taken his first steps on the Path of the Epic Hero after finding a patron in Ssu-Ma, choosing this path since it will allow him to not remain separated from his family (to which he is closely tied) for too long. However, given that he can no longer keep himself young with magic, Tylion has hurried to successfully crown his dream of glory. Also for this he wanders the world under the identity of Master Terari, seeking powerful artefacts of Thought and a worthy enterprise for his objective. The foundation of the Karameikan School of Magic that will happen in 1012 AC could be considered part of his Objective and Testimony. [DotE]

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